2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006 Ivan Gyurdiev
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
31 #define GLNAME_REQUIRE_GLSL ((const char *)1)
33 inline static BOOL
shader_is_version_token(DWORD token
) {
34 return shader_is_pshader_version(token
) ||
35 shader_is_vshader_version(token
);
39 SHADER_BUFFER
* buffer
,
40 const char *format
, ...) {
42 char* base
= buffer
->buffer
+ buffer
->bsize
;
46 va_start(args
, format
);
47 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
50 if (rc
< 0 || /* C89 */
51 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
53 ERR("The buffer allocated for the shader program string "
54 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
55 buffer
->bsize
= SHADER_PGMSIZE
- 1;
61 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
, buffer
->bsize
, base
);
65 const SHADER_OPCODE
* shader_get_opcode(
66 IWineD3DBaseShader
*iface
, const DWORD code
) {
68 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
71 DWORD version
= This
->baseShader
.version
;
72 DWORD hex_version
= This
->baseShader
.hex_version
;
73 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
75 /** TODO: use dichotomic search */
76 while (NULL
!= shader_ins
[i
].name
) {
77 if (((code
& D3DSI_OPCODE_MASK
) == shader_ins
[i
].opcode
) &&
78 (((hex_version
>= shader_ins
[i
].min_version
) && (hex_version
<= shader_ins
[i
].max_version
)) ||
79 ((shader_ins
[i
].min_version
== 0) && (shader_ins
[i
].max_version
== 0)))) {
80 return &shader_ins
[i
];
84 FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
85 code
, code
, code
& D3DSI_OPCODE_MASK
, version
);
89 /* Read a parameter opcode from the input stream,
90 * and possibly a relative addressing token.
91 * Return the number of tokens read */
93 IWineD3DBaseShader
* iface
,
98 /* PS >= 3.0 have relative addressing (with token)
99 * VS >= 2.0 have relative addressing (with token)
100 * VS >= 1.0 < 2.0 have relative addressing (without token)
101 * The version check below should work in general */
103 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
104 char rel_token
= D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2 &&
105 ((*pToken
& D3DSHADER_ADDRESSMODE_MASK
) == D3DSHADER_ADDRMODE_RELATIVE
);
108 *addr_token
= rel_token
? *(pToken
+ 1): 0;
109 return rel_token
? 2:1;
112 /* Return the number of parameters to skip for an opcode */
113 static inline int shader_skip_opcode(
114 IWineD3DBaseShaderImpl
* This
,
115 const SHADER_OPCODE
* curOpcode
,
116 DWORD opcode_token
) {
118 /* Shaders >= 2.0 may contain address tokens, but fortunately they
119 * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
121 return (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2)?
122 ((opcode_token
& D3DSI_INSTLENGTH_MASK
) >> D3DSI_INSTLENGTH_SHIFT
):
123 curOpcode
->num_params
;
126 /* Read the parameters of an unrecognized opcode from the input stream
127 * Return the number of tokens read.
129 * Note: This function assumes source or destination token format.
130 * It will not work with specially-formatted tokens like DEF or DCL,
131 * but hopefully those would be recognized */
133 int shader_skip_unrecognized(
134 IWineD3DBaseShader
* iface
,
135 const DWORD
* pToken
) {
140 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
141 while (*pToken
& 0x80000000) {
143 DWORD param
, addr_token
;
144 tokens_read
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
145 pToken
+= tokens_read
;
147 FIXME("Unrecognized opcode param: token=%08lX "
148 "addr_token=%08lX name=", param
, addr_token
);
149 shader_dump_param(iface
, param
, i
);
156 /* Note: For vertex shaders,
157 * texUsed = addrUsed, and
158 * D3DSPR_TEXTURE = D3DSPR_ADDR.
160 * Also note that this does not count the loop register
161 * as an address register. */
163 void shader_get_registers_used(
164 IWineD3DBaseShader
*iface
,
165 CONST DWORD
* pToken
) {
167 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
168 DWORD
* tempsUsed
= &This
->baseShader
.temps_used
;
169 DWORD
* texUsed
= &This
->baseShader
.textures_used
;
177 while (D3DVS_END() != *pToken
) {
178 CONST SHADER_OPCODE
* curOpcode
;
181 if (shader_is_version_token(*pToken
)) {
186 } else if (shader_is_comment(*pToken
)) {
187 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
189 pToken
+= comment_len
;
194 curOpcode
= shader_get_opcode(iface
, *pToken
);
197 /* Unhandled opcode, and its parameters */
198 if (NULL
== curOpcode
) {
199 while (*pToken
& 0x80000000)
203 /* Skip declarations (for now) */
204 } else if (D3DSIO_DCL
== curOpcode
->opcode
) {
205 pToken
+= curOpcode
->num_params
;
208 /* Skip definitions (for now) */
209 } else if (D3DSIO_DEF
== curOpcode
->opcode
) {
210 pToken
+= curOpcode
->num_params
;
213 /* Set texture registers, and temporary registers */
217 for (i
= 0; i
< curOpcode
->num_params
; ++i
) {
219 DWORD param
, addr_token
, reg
, regtype
;
220 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
222 regtype
= (param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
;
223 reg
= param
& D3DSP_REGNUM_MASK
;
225 if (D3DSPR_TEXTURE
== regtype
)
226 *texUsed
|= (1 << reg
);
227 if (D3DSPR_TEMP
== regtype
)
228 *tempsUsed
|= (1 << reg
);
234 void shader_program_dump_decl_usage(
238 DWORD regtype
= shader_get_regtype(param
);
241 if (regtype
== D3DSPR_SAMPLER
) {
242 DWORD ttype
= decl
& D3DSP_TEXTURETYPE_MASK
;
245 case D3DSTT_2D
: TRACE("2d"); break;
246 case D3DSTT_CUBE
: TRACE("cube"); break;
247 case D3DSTT_VOLUME
: TRACE("volume"); break;
248 default: TRACE("unknown_ttype(%08lx)", ttype
);
253 DWORD usage
= decl
& D3DSP_DCL_USAGE_MASK
;
254 DWORD idx
= (decl
& D3DSP_DCL_USAGEINDEX_MASK
) >> D3DSP_DCL_USAGEINDEX_SHIFT
;
257 case D3DDECLUSAGE_POSITION
:
258 TRACE("%s%ld", "position", idx
);
260 case D3DDECLUSAGE_BLENDINDICES
:
261 TRACE("%s", "blend");
263 case D3DDECLUSAGE_BLENDWEIGHT
:
264 TRACE("%s", "weight");
266 case D3DDECLUSAGE_NORMAL
:
267 TRACE("%s%ld", "normal", idx
);
269 case D3DDECLUSAGE_PSIZE
:
270 TRACE("%s", "psize");
272 case D3DDECLUSAGE_COLOR
:
274 TRACE("%s", "color");
276 TRACE("%s%ld", "specular", (idx
- 1));
279 case D3DDECLUSAGE_TEXCOORD
:
280 TRACE("%s%ld", "texture", idx
);
282 case D3DDECLUSAGE_TANGENT
:
283 TRACE("%s", "tangent");
285 case D3DDECLUSAGE_BINORMAL
:
286 TRACE("%s", "binormal");
288 case D3DDECLUSAGE_TESSFACTOR
:
289 TRACE("%s", "tessfactor");
291 case D3DDECLUSAGE_POSITIONT
:
292 TRACE("%s%ld", "positionT", idx
);
294 case D3DDECLUSAGE_FOG
:
297 case D3DDECLUSAGE_DEPTH
:
298 TRACE("%s", "depth");
300 case D3DDECLUSAGE_SAMPLE
:
301 TRACE("%s", "sample");
304 FIXME("unknown_semantics(%08lx)", usage
);
309 void shader_dump_param(
310 IWineD3DBaseShader
*iface
,
314 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
315 static const char* rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
316 char swizzle_reg_chars
[4];
318 DWORD reg
= param
& D3DSP_REGNUM_MASK
;
319 DWORD regtype
= shader_get_regtype(param
);
321 /* There are some minor differences between pixel and vertex shaders */
322 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
324 /* For one, we'd prefer color components to be shown for pshaders.
325 * FIXME: use the swizzle function for this */
327 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
328 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
329 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
330 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
333 if ( ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
) ||
334 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_BIASNEG
) ||
335 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_SIGNNEG
) ||
336 ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_X2NEG
) )
338 else if ((param
& D3DSP_SRCMOD_MASK
) == D3DSPSM_COMP
)
350 TRACE("c%s%lu", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
352 case D3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
353 TRACE("%c%lu", (pshader
? 't':'a'), reg
);
356 TRACE("%s", rastout_reg_names
[reg
]);
358 case D3DSPR_COLOROUT
:
361 case D3DSPR_DEPTHOUT
:
367 case D3DSPR_TEXCRDOUT
:
370 case D3DSPR_CONSTINT
:
371 TRACE("i%s%lu", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
373 case D3DSPR_CONSTBOOL
:
374 TRACE("b%s%lu", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
380 TRACE("aL%s%lu", (param
& D3DVS_ADDRMODE_RELATIVE
) ? "a0.x + " : "", reg
);
386 TRACE("unhandled_rtype(%lx)", regtype
);
391 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
393 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
395 if (param
& D3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
396 if (param
& D3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
397 if (param
& D3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
398 if (param
& D3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
403 DWORD swizzle
= (param
& D3DSP_SWIZZLE_MASK
) >> D3DSP_SWIZZLE_SHIFT
;
404 DWORD swizzle_r
= swizzle
& 0x03;
405 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
406 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
407 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
409 if (0 != (param
& D3DSP_SRCMOD_MASK
)) {
410 DWORD mask
= param
& D3DSP_SRCMOD_MASK
;
411 /*TRACE("_modifier(0x%08lx) ", mask);*/
413 case D3DSPSM_NONE
: break;
414 case D3DSPSM_NEG
: break;
415 case D3DSPSM_BIAS
: TRACE("_bias"); break;
416 case D3DSPSM_BIASNEG
: TRACE("_bias"); break;
417 case D3DSPSM_SIGN
: TRACE("_bx2"); break;
418 case D3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
419 case D3DSPSM_COMP
: break;
420 case D3DSPSM_X2
: TRACE("_x2"); break;
421 case D3DSPSM_X2NEG
: TRACE("_x2"); break;
422 case D3DSPSM_DZ
: TRACE("_dz"); break;
423 case D3DSPSM_DW
: TRACE("_dw"); break;
425 TRACE("_unknown(0x%08lx)", mask
);
430 * swizzle bits fields:
433 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) != swizzle
) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
434 if (swizzle_r
== swizzle_g
&&
435 swizzle_r
== swizzle_b
&&
436 swizzle_r
== swizzle_a
) {
437 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
440 swizzle_reg_chars
[swizzle_r
],
441 swizzle_reg_chars
[swizzle_g
],
442 swizzle_reg_chars
[swizzle_b
],
443 swizzle_reg_chars
[swizzle_a
]);
449 /** Generate the variable & register declarations for the ARB_vertex_program
451 void generate_arb_declarations(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
) {
453 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
456 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
457 if (This
->baseShader
.temps_used
& (1 << i
))
458 shader_addline(buffer
, "TEMP R%lu;\n", i
);
461 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
462 if (This
->baseShader
.textures_used
& (1 << i
))
463 shader_addline(buffer
, "ADDRESS A%ld;\n", i
);
466 for(i
= 0; i
< This
->baseShader
.limits
.texture
; i
++) {
467 if (This
->baseShader
.textures_used
& (1 << i
))
468 shader_addline(buffer
,"TEMP T%lu;\n", i
);
471 /* Texture coordinate registers must be pre-loaded */
472 for (i
= 0; i
< This
->baseShader
.limits
.texture
; i
++) {
473 if (This
->baseShader
.textures_used
& (1 << i
))
474 shader_addline(buffer
, "MOV T%lu, fragment.texcoord[%lu];\n", i
, i
);
478 /** Generate the variable & register declarations for the GLSL
480 void generate_glsl_declarations(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
) {
482 FIXME("GLSL not fully implemented yet.\n");
486 /** Shared code in order to generate the bulk of the shader string.
487 Use the shader_header_fct & shader_footer_fct to add strings
488 that are specific to pixel or vertex functions
489 NOTE: A description of how to parse tokens can be found at:
490 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
491 void generate_base_shader(
492 IWineD3DBaseShader
*iface
,
493 SHADER_BUFFER
* buffer
,
494 CONST DWORD
* pFunction
) {
496 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
497 const DWORD
*pToken
= pFunction
;
498 const SHADER_OPCODE
*curOpcode
= NULL
;
502 /* Initialize current parsing state */
503 This
->baseShader
.parse_state
.current_row
= 0;
505 /* First pass: figure out which temporary and texture registers are used */
506 shader_get_registers_used(iface
, pToken
);
507 TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
508 This
->baseShader
.textures_used
, This
->baseShader
.temps_used
);
510 /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
511 nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
512 nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
515 /* Pre-declare registers */
517 generate_glsl_declarations(iface
, buffer
);
519 generate_arb_declarations(iface
, buffer
);
521 /* Second pass, process opcodes */
522 if (NULL
!= pToken
) {
523 while (D3DPS_END() != *pToken
) {
525 /* Skip version token */
526 if (shader_is_version_token(*pToken
)) {
531 /* Skip comment tokens */
532 if (shader_is_comment(*pToken
)) {
533 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
535 TRACE("#%s\n", (char*)pToken
);
536 pToken
+= comment_len
;
541 opcode_token
= *pToken
++;
542 curOpcode
= shader_get_opcode(iface
, opcode_token
);
544 /* Unknown opcode and its parameters */
545 if (NULL
== curOpcode
) {
546 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token
);
547 pToken
+= shader_skip_unrecognized(iface
, pToken
);
549 /* Using GLSL & no generator function exists */
550 } else if (USING_GLSL
&& curOpcode
->hw_glsl_fct
== NULL
) {
552 FIXME("Token %s is not yet implemented with GLSL\n", curOpcode
->name
);
553 pToken
+= shader_skip_opcode(This
, curOpcode
, opcode_token
);
555 /* Unhandled opcode in ARB */
556 } else if ( !USING_GLSL
&& GLNAME_REQUIRE_GLSL
== curOpcode
->glname
) {
558 FIXME("Token %s requires greater functionality than "
559 "Vertex or Fragment_Program_ARB supports\n", curOpcode
->name
);
560 pToken
+= shader_skip_opcode(This
, curOpcode
, opcode_token
);
562 /* If a generator function is set for current shader target, use it */
563 } else if ((!USING_GLSL
&& curOpcode
->hw_fct
!= NULL
) ||
564 (USING_GLSL
&& curOpcode
->hw_glsl_fct
!= NULL
)) {
566 SHADER_OPCODE_ARG hw_arg
;
568 hw_arg
.shader
= iface
;
569 hw_arg
.opcode
= curOpcode
;
570 hw_arg
.buffer
= buffer
;
572 if (curOpcode
->num_params
> 0) {
574 DWORD param
, addr_token
= 0;
576 /* DCL instruction has usage dst parameter, not register */
577 if (curOpcode
->opcode
== D3DSIO_DCL
)
580 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
583 hw_arg
.dst_addr
= addr_token
;
585 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
586 /* DEF* instructions have constant src parameters, not registers */
587 if (curOpcode
->opcode
== D3DSIO_DEF
||
588 curOpcode
->opcode
== D3DSIO_DEFI
||
589 curOpcode
->opcode
== D3DSIO_DEFB
) {
593 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
595 hw_arg
.src
[i
-1] = param
;
596 hw_arg
.src_addr
[i
-1] = addr_token
;
600 /* Call appropriate function for output target */
602 curOpcode
->hw_glsl_fct(&hw_arg
);
604 curOpcode
->hw_fct(&hw_arg
);
608 /* Unless we encounter a no-op command, this opcode is unrecognized */
609 if (curOpcode
->opcode
!= D3DSIO_NOP
) {
610 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
611 pToken
+= shader_skip_opcode(This
, curOpcode
, opcode_token
);
615 /* TODO: What about result.depth? */
621 void shader_dump_ins_modifiers(const DWORD output
) {
623 DWORD shift
= (output
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
624 DWORD mmask
= output
& D3DSP_DSTMOD_MASK
;
628 case 13: TRACE("_d8"); break;
629 case 14: TRACE("_d4"); break;
630 case 15: TRACE("_d2"); break;
631 case 1: TRACE("_x2"); break;
632 case 2: TRACE("_x4"); break;
633 case 3: TRACE("_x8"); break;
634 default: TRACE("_unhandled_shift(%ld)", shift
); break;
637 if (mmask
& D3DSPDM_SATURATE
) TRACE("_sat");
638 if (mmask
& D3DSPDM_PARTIALPRECISION
) TRACE("_pp");
639 if (mmask
& D3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
641 mmask
&= ~(D3DSPDM_SATURATE
| D3DSPDM_PARTIALPRECISION
| D3DSPDM_MSAMPCENTROID
);
643 FIXME("_unrecognized_modifier(%#lx)", mmask
>> D3DSP_DSTMOD_SHIFT
);
646 /* TODO: Move other shared code here */