2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
34 #define GLNAME_REQUIRE_GLSL ((const char *)1)
36 static void shader_dump_param(const DWORD param
, const DWORD addr_token
, int input
, DWORD shader_version
);
38 static inline BOOL
shader_is_version_token(DWORD token
) {
39 return shader_is_pshader_version(token
) ||
40 shader_is_vshader_version(token
);
44 SHADER_BUFFER
* buffer
,
45 const char *format
, ...) {
47 char* base
= buffer
->buffer
+ buffer
->bsize
;
51 va_start(args
, format
);
52 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
55 if (rc
< 0 || /* C89 */
56 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
58 ERR("The buffer allocated for the shader program string "
59 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
60 buffer
->bsize
= SHADER_PGMSIZE
- 1;
64 if (buffer
->newline
) {
65 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
66 buffer
->newline
= FALSE
;
72 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
74 buffer
->newline
= TRUE
;
79 const SHADER_OPCODE
*shader_get_opcode(const SHADER_OPCODE
*opcode_table
, DWORD shader_version
, DWORD code
)
83 /** TODO: use dichotomic search */
84 while (opcode_table
[i
].name
)
86 if ((code
& WINED3DSI_OPCODE_MASK
) == opcode_table
[i
].opcode
87 && shader_version
>= opcode_table
[i
].min_version
88 && (!opcode_table
[i
].max_version
|| shader_version
<= opcode_table
[i
].max_version
))
90 return &opcode_table
[i
];
95 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
96 code
, code
, code
& WINED3DSI_OPCODE_MASK
, shader_version
);
101 /* Read a parameter opcode from the input stream,
102 * and possibly a relative addressing token.
103 * Return the number of tokens read */
104 static int shader_get_param(IWineD3DBaseShader
*iface
, const DWORD
*pToken
, DWORD
*param
, DWORD
*addr_token
)
106 /* PS >= 3.0 have relative addressing (with token)
107 * VS >= 2.0 have relative addressing (with token)
108 * VS >= 1.0 < 2.0 have relative addressing (without token)
109 * The version check below should work in general */
111 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
112 char rel_token
= WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2 &&
113 ((*pToken
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
116 *addr_token
= rel_token
? *(pToken
+ 1): 0;
117 return rel_token
? 2:1;
120 /* Return the number of parameters to skip for an opcode */
121 static inline int shader_skip_opcode(
122 IWineD3DBaseShaderImpl
* This
,
123 const SHADER_OPCODE
* curOpcode
,
124 DWORD opcode_token
) {
126 /* Shaders >= 2.0 may contain address tokens, but fortunately they
127 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
129 return (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2)?
130 ((opcode_token
& WINED3DSI_INSTLENGTH_MASK
) >> WINED3DSI_INSTLENGTH_SHIFT
):
131 curOpcode
->num_params
;
134 /* Read the parameters of an unrecognized opcode from the input stream
135 * Return the number of tokens read.
137 * Note: This function assumes source or destination token format.
138 * It will not work with specially-formatted tokens like DEF or DCL,
139 * but hopefully those would be recognized */
140 static int shader_skip_unrecognized(IWineD3DBaseShader
*iface
, const DWORD
*pToken
)
142 DWORD shader_version
= ((IWineD3DBaseShaderImpl
*)iface
)->baseShader
.hex_version
;
146 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
147 while (*pToken
& 0x80000000) {
149 DWORD param
, addr_token
;
150 tokens_read
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
151 pToken
+= tokens_read
;
153 FIXME("Unrecognized opcode param: token=0x%08x "
154 "addr_token=0x%08x name=", param
, addr_token
);
155 shader_dump_param(param
, addr_token
, i
, shader_version
);
162 /* Convert floating point offset relative
163 * to a register file to an absolute offset for float constants */
164 static unsigned int shader_get_float_offset(const DWORD reg
)
166 unsigned int regnum
= reg
& WINED3DSP_REGNUM_MASK
;
167 int regtype
= shader_get_regtype(reg
);
170 case WINED3DSPR_CONST
: return regnum
;
171 case WINED3DSPR_CONST2
: return 2048 + regnum
;
172 case WINED3DSPR_CONST3
: return 4096 + regnum
;
173 case WINED3DSPR_CONST4
: return 6144 + regnum
;
175 FIXME("Unsupported register type: %d\n", regtype
);
180 static void shader_delete_constant_list(struct list
* clist
) {
183 struct local_constant
* constant
;
185 ptr
= list_head(clist
);
187 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
188 ptr
= list_next(clist
, ptr
);
189 HeapFree(GetProcessHeap(), 0, constant
);
194 /* Note that this does not count the loop register
195 * as an address register. */
197 HRESULT
shader_get_registers_used(
198 IWineD3DBaseShader
*iface
,
199 shader_reg_maps
* reg_maps
,
200 semantic
* semantics_in
,
201 semantic
* semantics_out
,
203 IWineD3DStateBlockImpl
*stateBlock
) {
205 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
206 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
207 DWORD shader_version
= This
->baseShader
.hex_version
;
208 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
210 /* There are some minor differences between pixel and vertex shaders */
211 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
213 memset(reg_maps
->bumpmat
, 0, sizeof(reg_maps
->bumpmat
));
214 memset(reg_maps
->luminanceparams
, 0, sizeof(reg_maps
->luminanceparams
));
219 /* get_registers_used is called on every compile on some 1.x shaders, which can result
220 * in stacking up a collection of local constants. Delete the old constants if existing
222 shader_delete_constant_list(&This
->baseShader
.constantsF
);
223 shader_delete_constant_list(&This
->baseShader
.constantsB
);
224 shader_delete_constant_list(&This
->baseShader
.constantsI
);
226 while (WINED3DVS_END() != *pToken
) {
227 CONST SHADER_OPCODE
* curOpcode
;
231 if (shader_is_version_token(*pToken
)) {
236 } else if (shader_is_comment(*pToken
)) {
237 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
239 pToken
+= comment_len
;
244 opcode_token
= *pToken
++;
245 curOpcode
= shader_get_opcode(shader_ins
, shader_version
, opcode_token
);
247 /* Unhandled opcode, and its parameters */
248 if (NULL
== curOpcode
) {
249 while (*pToken
& 0x80000000)
252 /* Handle declarations */
253 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
255 DWORD usage
= *pToken
++;
256 DWORD param
= *pToken
++;
257 DWORD regtype
= shader_get_regtype(param
);
258 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
260 /* Vshader: mark attributes used
261 Pshader: mark 3.0 input registers used, save token */
262 if (WINED3DSPR_INPUT
== regtype
) {
265 reg_maps
->attributes
[regnum
] = 1;
267 reg_maps
->packed_input
[regnum
] = 1;
269 semantics_in
[regnum
].usage
= usage
;
270 semantics_in
[regnum
].reg
= param
;
272 /* Vshader: mark 3.0 output registers used, save token */
273 } else if (WINED3DSPR_OUTPUT
== regtype
) {
274 reg_maps
->packed_output
[regnum
] = 1;
275 semantics_out
[regnum
].usage
= usage
;
276 semantics_out
[regnum
].reg
= param
;
277 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
280 /* Save sampler usage token */
281 } else if (WINED3DSPR_SAMPLER
== regtype
)
282 reg_maps
->samplers
[regnum
] = usage
;
284 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
286 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
287 if (!lconst
) return E_OUTOFMEMORY
;
288 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
289 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
291 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
292 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 && pshader
) {
293 float *value
= (float *) lconst
->value
;
294 if(value
[0] < -1.0) value
[0] = -1.0;
295 else if(value
[0] > 1.0) value
[0] = 1.0;
296 if(value
[1] < -1.0) value
[1] = -1.0;
297 else if(value
[1] > 1.0) value
[1] = 1.0;
298 if(value
[2] < -1.0) value
[2] = -1.0;
299 else if(value
[2] > 1.0) value
[2] = 1.0;
300 if(value
[3] < -1.0) value
[3] = -1.0;
301 else if(value
[3] > 1.0) value
[3] = 1.0;
304 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
305 pToken
+= curOpcode
->num_params
;
307 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
309 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
310 if (!lconst
) return E_OUTOFMEMORY
;
311 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
312 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
313 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
314 pToken
+= curOpcode
->num_params
;
316 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
318 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
319 if (!lconst
) return E_OUTOFMEMORY
;
320 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
321 memcpy(lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
322 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
323 pToken
+= curOpcode
->num_params
;
325 /* If there's a loop in the shader */
326 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
327 WINED3DSIO_REP
== curOpcode
->opcode
) {
329 if(cur_loop_depth
> max_loop_depth
)
330 max_loop_depth
= cur_loop_depth
;
331 pToken
+= curOpcode
->num_params
;
333 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
334 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
337 /* For subroutine prototypes */
338 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
340 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
341 reg_maps
->labels
[snum
] = 1;
342 pToken
+= curOpcode
->num_params
;
344 /* Set texture, address, temporary registers */
348 /* Declare 1.X samplers implicitly, based on the destination reg. number */
349 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
350 pshader
/* Filter different instructions with the same enum values in VS */ &&
351 (WINED3DSIO_TEX
== curOpcode
->opcode
||
352 WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
353 WINED3DSIO_TEXBEML
== curOpcode
->opcode
||
354 WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
||
355 WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
||
356 WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
||
357 WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
||
358 WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
||
359 WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
||
360 WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
||
361 WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
)) {
363 /* Fake sampler usage, only set reserved bit and ttype */
364 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
366 if(!stateBlock
->textures
[sampler_code
]) {
367 ERR("No texture bound to sampler %d\n", sampler_code
);
368 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
370 int texType
= IWineD3DBaseTexture_GetTextureDimensions(stateBlock
->textures
[sampler_code
]);
372 /* We have to select between texture rectangles and 2D textures later because 2.0 and
373 * 3.0 shaders only have WINED3DSTT_2D as well
375 case GL_TEXTURE_RECTANGLE_ARB
:
377 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
381 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_VOLUME
;
384 case GL_TEXTURE_CUBE_MAP_ARB
:
385 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_CUBE
;
389 ERR("Unexpected gl texture type found: %d\n", texType
);
390 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
394 /* texbem is only valid with < 1.4 pixel shaders */
395 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
396 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
397 reg_maps
->bumpmat
[sampler_code
] = TRUE
;
398 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
399 reg_maps
->luminanceparams
[sampler_code
] = TRUE
;
403 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
404 reg_maps
->usesnrm
= 1;
405 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
&& pshader
) {
406 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
407 reg_maps
->bumpmat
[regnum
] = TRUE
;
408 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
409 reg_maps
->usesdsy
= 1;
412 /* This will loop over all the registers and try to
413 * make a bitmask of the ones we're interested in.
415 * Relative addressing tokens are ignored, but that's
416 * okay, since we'll catch any address registers when
417 * they are initialized (required by spec) */
419 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
420 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
422 for (i
= 0; i
< limit
; ++i
) {
424 DWORD param
, addr_token
, reg
, regtype
;
425 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
427 regtype
= shader_get_regtype(param
);
428 reg
= param
& WINED3DSP_REGNUM_MASK
;
430 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
433 reg_maps
->texcoord
[reg
] = 1;
435 reg_maps
->address
[reg
] = 1;
438 else if (WINED3DSPR_TEMP
== regtype
)
439 reg_maps
->temporary
[reg
] = 1;
441 else if (WINED3DSPR_INPUT
== regtype
) {
443 reg_maps
->attributes
[reg
] = 1;
445 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
446 /* If relative addressing is used, we must assume that all registers
447 * are used. Even if it is a construct like v3[aL], we can't assume
448 * that v0, v1 and v2 aren't read because aL can be negative
451 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
452 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
455 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
460 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
463 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
466 else if(WINED3DSPR_CONST
== regtype
) {
467 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
469 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
470 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
471 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
472 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
475 reg_maps
->usesrelconstF
= TRUE
;
479 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
480 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
481 * isn't used in them, but future register types might cause issues
483 else if(WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */ &&
484 !pshader
&& WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) < 3) {
485 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
490 reg_maps
->loop_depth
= max_loop_depth
;
495 static void shader_dump_decl_usage(DWORD decl
, DWORD param
, DWORD shader_version
)
497 DWORD regtype
= shader_get_regtype(param
);
501 if (regtype
== WINED3DSPR_SAMPLER
) {
502 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
505 case WINED3DSTT_2D
: TRACE("_2d"); break;
506 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
507 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
508 default: TRACE("_unknown_ttype(0x%08x)", ttype
);
513 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
514 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
516 /* Pixel shaders 3.0 don't have usage semantics */
517 if (shader_is_pshader_version(shader_version
) && shader_version
< WINED3DPS_VERSION(3,0))
523 case WINED3DDECLUSAGE_POSITION
:
524 TRACE("position%d", idx
);
526 case WINED3DDECLUSAGE_BLENDINDICES
:
529 case WINED3DDECLUSAGE_BLENDWEIGHT
:
532 case WINED3DDECLUSAGE_NORMAL
:
533 TRACE("normal%d", idx
);
535 case WINED3DDECLUSAGE_PSIZE
:
538 case WINED3DDECLUSAGE_COLOR
:
542 TRACE("specular%d", (idx
- 1));
545 case WINED3DDECLUSAGE_TEXCOORD
:
546 TRACE("texture%d", idx
);
548 case WINED3DDECLUSAGE_TANGENT
:
551 case WINED3DDECLUSAGE_BINORMAL
:
554 case WINED3DDECLUSAGE_TESSFACTOR
:
557 case WINED3DDECLUSAGE_POSITIONT
:
558 TRACE("positionT%d", idx
);
560 case WINED3DDECLUSAGE_FOG
:
563 case WINED3DDECLUSAGE_DEPTH
:
566 case WINED3DDECLUSAGE_SAMPLE
:
570 FIXME("unknown_semantics(0x%08x)", usage
);
575 static void shader_dump_arr_entry(const DWORD param
, const DWORD addr_token
,
576 unsigned int reg
, int input
, DWORD shader_version
)
579 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
584 shader_dump_param(addr_token
, 0, input
, shader_version
);
594 static void shader_dump_param(const DWORD param
, const DWORD addr_token
, int input
, DWORD shader_version
)
596 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
597 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
598 char swizzle_reg_chars
[4];
600 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
601 DWORD regtype
= shader_get_regtype(param
);
602 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
604 /* There are some minor differences between pixel and vertex shaders */
605 char pshader
= shader_is_pshader_version(shader_version
);
607 /* For one, we'd prefer color components to be shown for pshaders.
608 * FIXME: use the swizzle function for this */
610 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
611 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
612 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
613 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
616 if ( (modifier
== WINED3DSPSM_NEG
) ||
617 (modifier
== WINED3DSPSM_BIASNEG
) ||
618 (modifier
== WINED3DSPSM_SIGNNEG
) ||
619 (modifier
== WINED3DSPSM_X2NEG
) ||
620 (modifier
== WINED3DSPSM_ABSNEG
) )
622 else if (modifier
== WINED3DSPSM_COMP
)
624 else if (modifier
== WINED3DSPSM_NOT
)
627 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
632 case WINED3DSPR_TEMP
:
635 case WINED3DSPR_INPUT
:
637 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
639 case WINED3DSPR_CONST
:
640 case WINED3DSPR_CONST2
:
641 case WINED3DSPR_CONST3
:
642 case WINED3DSPR_CONST4
:
644 shader_dump_arr_entry(param
, addr_token
, shader_get_float_offset(param
), input
, shader_version
);
646 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
647 TRACE("%c%u", (pshader
? 't':'a'), reg
);
649 case WINED3DSPR_RASTOUT
:
650 TRACE("%s", rastout_reg_names
[reg
]);
652 case WINED3DSPR_COLOROUT
:
655 case WINED3DSPR_DEPTHOUT
:
658 case WINED3DSPR_ATTROUT
:
661 case WINED3DSPR_TEXCRDOUT
:
663 /* Vertex shaders >= 3.0 use general purpose output registers
664 * (WINED3DSPR_OUTPUT), which can include an address token */
666 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) {
668 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
673 case WINED3DSPR_CONSTINT
:
675 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
677 case WINED3DSPR_CONSTBOOL
:
679 shader_dump_arr_entry(param
, addr_token
, reg
, input
, shader_version
);
681 case WINED3DSPR_LABEL
:
684 case WINED3DSPR_LOOP
:
687 case WINED3DSPR_SAMPLER
:
690 case WINED3DSPR_MISCTYPE
:
692 FIXME("Unhandled misctype register %d\n", reg
);
694 TRACE("%s", misctype_reg_names
[reg
]);
697 case WINED3DSPR_PREDICATE
:
701 TRACE("unhandled_rtype(%#x)", regtype
);
706 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
708 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
710 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
711 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
712 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
713 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
718 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
719 DWORD swizzle_r
= swizzle
& 0x03;
720 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
721 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
722 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
726 case WINED3DSPSM_NONE
: break;
727 case WINED3DSPSM_NEG
: break;
728 case WINED3DSPSM_NOT
: break;
729 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
730 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
731 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
732 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
733 case WINED3DSPSM_COMP
: break;
734 case WINED3DSPSM_X2
: TRACE("_x2"); break;
735 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
736 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
737 case WINED3DSPSM_DW
: TRACE("_dw"); break;
738 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
739 case WINED3DSPSM_ABS
: TRACE(")"); break;
741 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
746 * swizzle bits fields:
749 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
750 if (swizzle_r
== swizzle_g
&&
751 swizzle_r
== swizzle_b
&&
752 swizzle_r
== swizzle_a
) {
753 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
756 swizzle_reg_chars
[swizzle_r
],
757 swizzle_reg_chars
[swizzle_g
],
758 swizzle_reg_chars
[swizzle_b
],
759 swizzle_reg_chars
[swizzle_a
]);
765 static void shader_color_correction(IWineD3DBaseShaderImpl
*shader
,
766 IWineD3DDeviceImpl
*device
, const struct SHADER_OPCODE_ARG
*arg
)
768 DWORD hex_version
= shader
->baseShader
.hex_version
;
769 IWineD3DBaseTextureImpl
*texture
;
770 struct color_fixup_desc fixup
;
771 BOOL recorded
= FALSE
;
775 switch(arg
->opcode
->opcode
)
778 if (hex_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
779 else sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
782 case WINED3DSIO_TEXLDL
:
783 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
786 case WINED3DSIO_TEXDP3TEX
:
787 case WINED3DSIO_TEXM3x3TEX
:
788 case WINED3DSIO_TEXM3x3SPEC
:
789 case WINED3DSIO_TEXM3x3VSPEC
:
790 case WINED3DSIO_TEXBEM
:
791 case WINED3DSIO_TEXREG2AR
:
792 case WINED3DSIO_TEXREG2GB
:
793 case WINED3DSIO_TEXREG2RGB
:
794 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
798 /* Not a texture sampling instruction, nothing to do */
802 texture
= (IWineD3DBaseTextureImpl
*)device
->stateBlock
->textures
[sampler_idx
];
803 if (texture
) fixup
= texture
->baseTexture
.shader_color_fixup
;
804 else fixup
= COLOR_FIXUP_IDENTITY
;
806 /* before doing anything, record the sampler with the format in the format conversion list,
807 * but check if it's not there already */
808 for (i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; ++i
)
810 if (shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
)
819 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
820 ++shader
->baseShader
.num_sampled_samplers
;
823 device
->shader_backend
->shader_color_correction(arg
, fixup
);
826 /** Shared code in order to generate the bulk of the shader string.
827 Use the shader_header_fct & shader_footer_fct to add strings
828 that are specific to pixel or vertex functions
829 NOTE: A description of how to parse tokens can be found on msdn */
830 void shader_generate_main(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
,
831 const shader_reg_maps
* reg_maps
, CONST DWORD
* pFunction
)
833 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
834 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
835 const SHADER_OPCODE
*opcode_table
= This
->baseShader
.shader_ins
;
836 const SHADER_HANDLER
*handler_table
= device
->shader_backend
->shader_instruction_handler_table
;
837 DWORD shader_version
= This
->baseShader
.hex_version
;
838 const DWORD
*pToken
= pFunction
;
839 const SHADER_OPCODE
*curOpcode
= NULL
;
840 SHADER_HANDLER hw_fct
= NULL
;
842 SHADER_OPCODE_ARG hw_arg
;
844 /* Initialize current parsing state */
845 hw_arg
.shader
= iface
;
846 hw_arg
.buffer
= buffer
;
847 hw_arg
.reg_maps
= reg_maps
;
848 This
->baseShader
.parse_state
.current_row
= 0;
850 /* Second pass, process opcodes */
851 if (NULL
!= pToken
) {
852 while (WINED3DPS_END() != *pToken
) {
854 /* Skip version token */
855 if (shader_is_version_token(*pToken
)) {
860 /* Skip comment tokens */
861 if (shader_is_comment(*pToken
)) {
862 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
864 TRACE("#%s\n", (const char*)pToken
);
865 pToken
+= comment_len
;
870 hw_arg
.opcode_token
= *pToken
++;
871 curOpcode
= shader_get_opcode(opcode_table
, shader_version
, hw_arg
.opcode_token
);
874 if (curOpcode
== NULL
)
877 hw_fct
= handler_table
[curOpcode
->handler_idx
];
879 /* Unknown opcode and its parameters */
880 if (NULL
== curOpcode
) {
881 FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg
.opcode_token
);
882 pToken
+= shader_skip_unrecognized(iface
, pToken
);
885 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
||
886 WINED3DSIO_NOP
== curOpcode
->opcode
||
887 WINED3DSIO_DEF
== curOpcode
->opcode
||
888 WINED3DSIO_DEFI
== curOpcode
->opcode
||
889 WINED3DSIO_DEFB
== curOpcode
->opcode
||
890 WINED3DSIO_PHASE
== curOpcode
->opcode
||
891 WINED3DSIO_RET
== curOpcode
->opcode
) {
893 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
895 /* If a generator function is set for current shader target, use it */
896 } else if (hw_fct
!= NULL
) {
898 hw_arg
.opcode
= curOpcode
;
900 /* Destination token */
901 if (curOpcode
->dst_token
) {
903 DWORD param
, addr_token
= 0;
904 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
906 hw_arg
.dst_addr
= addr_token
;
909 /* Predication token */
910 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
911 hw_arg
.predicate
= *pToken
++;
913 /* Other source tokens */
914 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); i
++) {
916 DWORD param
, addr_token
= 0;
917 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
918 hw_arg
.src
[i
] = param
;
919 hw_arg
.src_addr
[i
] = addr_token
;
922 /* Call appropriate function for output target */
925 /* Add color correction if needed */
926 shader_color_correction(This
, device
, &hw_arg
);
928 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
929 /* FIXME: This should be internal to the shader backend.
930 * Also, right now this is the only reason "shader_mode" exists. */
931 if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
932 shader_glsl_add_instruction_modifiers(&hw_arg
);
934 /* Unhandled opcode */
937 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
938 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
941 /* TODO: What about result.depth? */
946 static void shader_dump_ins_modifiers(const DWORD output
)
948 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
949 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
953 case 13: TRACE("_d8"); break;
954 case 14: TRACE("_d4"); break;
955 case 15: TRACE("_d2"); break;
956 case 1: TRACE("_x2"); break;
957 case 2: TRACE("_x4"); break;
958 case 3: TRACE("_x8"); break;
959 default: TRACE("_unhandled_shift(%d)", shift
); break;
962 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
963 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
964 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
966 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
968 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
971 /* First pass: trace shader, initialize length and version */
972 void shader_trace_init(
973 IWineD3DBaseShader
*iface
,
974 const DWORD
* pFunction
) {
976 IWineD3DBaseShaderImpl
*This
=(IWineD3DBaseShaderImpl
*)iface
;
978 const DWORD
* pToken
= pFunction
;
979 const SHADER_OPCODE
* curOpcode
= NULL
;
981 unsigned int len
= 0;
984 TRACE("(%p) : Parsing program\n", This
);
986 if (NULL
!= pToken
) {
987 while (WINED3DVS_END() != *pToken
) {
988 if (shader_is_version_token(*pToken
)) { /** version */
989 This
->baseShader
.hex_version
= *pToken
;
990 TRACE("%s_%u_%u\n", shader_is_pshader_version(This
->baseShader
.hex_version
)? "ps": "vs",
991 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
),
992 WINED3DSHADER_VERSION_MINOR(This
->baseShader
.hex_version
));
997 if (shader_is_comment(*pToken
)) { /** comment */
998 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
1000 TRACE("//%s\n", (const char*)pToken
);
1001 pToken
+= comment_len
;
1002 len
+= comment_len
+ 1;
1005 opcode_token
= *pToken
++;
1006 curOpcode
= shader_get_opcode(This
->baseShader
.shader_ins
, This
->baseShader
.hex_version
, opcode_token
);
1009 if (NULL
== curOpcode
) {
1011 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token
);
1012 tokens_read
= shader_skip_unrecognized(iface
, pToken
);
1013 pToken
+= tokens_read
;
1017 if (curOpcode
->opcode
== WINED3DSIO_DCL
) {
1019 DWORD usage
= *pToken
;
1020 DWORD param
= *(pToken
+ 1);
1022 shader_dump_decl_usage(usage
, param
, This
->baseShader
.hex_version
);
1023 shader_dump_ins_modifiers(param
);
1025 shader_dump_param(param
, 0, 0, This
->baseShader
.hex_version
);
1029 } else if (curOpcode
->opcode
== WINED3DSIO_DEF
) {
1031 unsigned int offset
= shader_get_float_offset(*pToken
);
1033 TRACE("def c%u = %f, %f, %f, %f", offset
,
1034 *(const float *)(pToken
+ 1),
1035 *(const float *)(pToken
+ 2),
1036 *(const float *)(pToken
+ 3),
1037 *(const float *)(pToken
+ 4));
1041 } else if (curOpcode
->opcode
== WINED3DSIO_DEFI
) {
1043 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
1052 } else if (curOpcode
->opcode
== WINED3DSIO_DEFB
) {
1054 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
1055 *(pToken
+ 1)? "true": "false");
1062 DWORD param
, addr_token
;
1065 /* Print out predication source token first - it follows
1066 * the destination token. */
1067 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1069 shader_dump_param(*(pToken
+ 2), 0, 1, This
->baseShader
.hex_version
);
1072 if (opcode_token
& WINED3DSI_COISSUE
) {
1073 /* PixWin marks instructions with the coissue flag with a '+' */
1077 TRACE("%s", curOpcode
->name
);
1079 if (curOpcode
->opcode
== WINED3DSIO_IFC
||
1080 curOpcode
->opcode
== WINED3DSIO_BREAKC
) {
1082 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1084 case COMPARISON_GT
: TRACE("_gt"); break;
1085 case COMPARISON_EQ
: TRACE("_eq"); break;
1086 case COMPARISON_GE
: TRACE("_ge"); break;
1087 case COMPARISON_LT
: TRACE("_lt"); break;
1088 case COMPARISON_NE
: TRACE("_ne"); break;
1089 case COMPARISON_LE
: TRACE("_le"); break;
1093 } else if (curOpcode
->opcode
== WINED3DSIO_TEX
&&
1094 This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
1095 if(opcode_token
& WINED3DSI_TEXLD_PROJECT
) TRACE("p");
1098 /* Destination token */
1099 if (curOpcode
->dst_token
) {
1101 /* Destination token */
1102 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1103 pToken
+= tokens_read
;
1106 shader_dump_ins_modifiers(param
);
1108 shader_dump_param(param
, addr_token
, 0, This
->baseShader
.hex_version
);
1111 /* Predication token - already printed out, just skip it */
1112 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1117 /* Other source tokens */
1118 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
) {
1120 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1121 pToken
+= tokens_read
;
1124 TRACE((i
== 0)? " " : ", ");
1125 shader_dump_param(param
, addr_token
, 1, This
->baseShader
.hex_version
);
1131 This
->baseShader
.functionLength
= (len
+ 1) * sizeof(DWORD
);
1133 This
->baseShader
.functionLength
= 1; /* no Function defined use fixed function vertex processing */
1137 static const SHADER_HANDLER shader_none_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] = {0};
1138 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1139 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {}
1140 static void shader_none_deselect_depth_blt(IWineD3DDevice
*iface
) {}
1141 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1142 static void shader_none_cleanup(IWineD3DDevice
*iface
) {}
1143 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG
*arg
, struct color_fixup_desc fixup
) {}
1144 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1145 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1146 static void shader_none_free(IWineD3DDevice
*iface
) {}
1147 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1148 static GLuint
shader_none_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
1149 FIXME("NONE shader backend asked to generate a pixel shader\n");
1152 static void shader_none_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
1153 FIXME("NONE shader backend asked to generate a vertex shader\n");
1156 #define GLINFO_LOCATION (*gl_info)
1157 static void shader_none_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
1159 /* Set the shader caps to 0 for the none shader backend */
1160 pCaps
->VertexShaderVersion
= 0;
1161 pCaps
->PixelShaderVersion
= 0;
1162 pCaps
->PixelShader1xMaxValue
= 0.0;
1164 #undef GLINFO_LOCATION
1165 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1167 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1169 TRACE("Checking support for fixup:\n");
1170 dump_color_fixup_desc(fixup
);
1173 /* Faked to make some apps happy. */
1174 if (!is_yuv_fixup(fixup
))
1180 TRACE("[FAILED]\n");
1184 const shader_backend_t none_shader_backend
= {
1185 shader_none_instruction_handler_table
,
1187 shader_none_select_depth_blt
,
1188 shader_none_deselect_depth_blt
,
1189 shader_none_load_constants
,
1190 shader_none_cleanup
,
1191 shader_none_color_correction
,
1192 shader_none_destroy
,
1195 shader_none_dirty_const
,
1196 shader_none_generate_pshader
,
1197 shader_none_generate_vshader
,
1198 shader_none_get_caps
,
1199 shader_none_color_fixup_supported
,
1202 /* *******************************************
1203 IWineD3DPixelShader IUnknown parts follow
1204 ******************************************* */
1205 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
1207 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1208 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
1209 if (IsEqualGUID(riid
, &IID_IUnknown
)
1210 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1211 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1212 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
1213 IUnknown_AddRef(iface
);
1218 return E_NOINTERFACE
;
1221 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
) {
1222 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1223 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->baseShader
.ref
);
1224 return InterlockedIncrement(&This
->baseShader
.ref
);
1227 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
) {
1228 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1229 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1231 TRACE("(%p) : Releasing from %d\n", This
, This
->baseShader
.ref
);
1232 ref
= InterlockedDecrement(&This
->baseShader
.ref
);
1234 deviceImpl
->shader_backend
->shader_destroy(iface
);
1235 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1236 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1237 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1238 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1239 list_remove(&This
->baseShader
.shader_list_entry
);
1240 HeapFree(GetProcessHeap(), 0, This
);