d3dx9: Add DEF instruction support in the shader assembler.
[wine/wine-gecko.git] / dlls / d3dx9_36 / asmshader.l
blob690a5a7950ab4d250881e7e5ebd3dbca8a5ed1b9
1 /*
2  * Direct3D shader assembler
3  *
4  * Copyright 2008 Stefan Dösinger
5  * Copyright 2009 Matteo Bruni
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  */
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wine/debug.h"
27 #include "d3dx9_36_private.h"
28 #include "asmshader.tab.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
33 %option noyywrap
34 %option prefix="asmshader_"
35 %option noinput nounput
37 /* Swizzles and writemasks consist of a dot and up to 4 x, y, z or w characters,
38  * or up to 4 a, r, g, b characters. There are different rules for swizzles and
39  * writemasks wrt repetition, those are handled in the grammar.
40  */
41 DOT                     \.
42 COMPONENT               [xyzw]|[rgba]
44 /* Registers */
45 REG_TEMP                r[0-9]+
46 /* for relative addressing in the form o[x], v[x] and c[x] */
47 REG_OUTPUT              o[0-9]*
48 REG_INPUT               v[0-9]*
49 REG_CONSTFLOAT          c[0-9]*
50 REG_CONSTINT            i[0-9]+
51 REG_CONSTBOOL           b[0-9]+
52 REG_TEXTURE             t[0-9]+
53 REG_TEXCRDOUT           oT[0-9]+
54 REG_SAMPLER             s[0-9]+
55 REG_OPOS                oPos
56 REG_OFOG                oFog
57 REG_OPTS                oPts
58 REG_VERTEXCOLOR         oD[01]
59 REG_FRAGCOLOR           oC[0-9]+
60 REG_FRAGDEPTH           oDepth
61 REG_VPOS                vPos
62 REG_VFACE               vFace
63 REG_ADDRESS             a0
64 REG_LOOP                aL
65 REG_PREDICATE           p0
66 /* Not really a register, but it is considered as such */
67 REG_LABEL               l[0-9]+
69 DCL_POSITION            _position[0-9]*
70 DCL_BLENDWEIGHT         _blendweight[0-9]*
71 DCL_BLENDINDICES        _blendindices[0-9]*
72 DCL_NORMAL              _normal[0-9]*
73 DCL_PSIZE               _psize[0-9]*
74 DCL_TEXCOORD            _texcoord[0-9]*
75 DCL_TANGENT             _tangent[0-9]*
76 DCL_BINORMAL            _binormal[0-9]*
77 DCL_TESSFACTOR          _tessfactor[0-9]*
78 DCL_POSITIONT           _positiont[0-9]*
79 DCL_COLOR               _color[0-9]*
80 DCL_FOG                 _fog[0-9]*
81 DCL_DEPTH               _depth[0-9]*
82 DCL_SAMPLE              _sample[0-9]*
84 DCL_SAMPLER1D           _1d
85 DCL_SAMPLER2D           _2d
86 DCL_SAMPLERCUBE         _cube
87 DCL_SAMPLERVOLUME       _volume
89 PREPROCESSORDIRECTIVE   #[^\n]*\n
91 /* Comments */
92 DOUBLESLASHCOMMENT      "//"[^\n]*
93 SEMICOLONCOMMENT        ";"[^\n]*
95 /* Whitespaces are spaces, tabs and newlines */
96 WHITESPACE              [ \t]+
97 NEWLINE                 (\n)|(\r\n)
99 COMMA                   ","
101 IMMVAL                  \-?(([0-9]+)|([0-9]*\.[0-9]+))(f)?
103 ANY                     (.)
107     /* Common instructions(vertex and pixel shaders) */
108 add                     {return INSTR_ADD;          }
109 nop                     {return INSTR_NOP;          }
110 mov                     {return INSTR_MOV;          }
111 sub                     {return INSTR_SUB;          }
112 mad                     {return INSTR_MAD;          }
113 mul                     {return INSTR_MUL;          }
114 rcp                     {return INSTR_RCP;          }
115 rsq                     {return INSTR_RSQ;          }
116 dp3                     {return INSTR_DP3;          }
117 dp4                     {return INSTR_DP4;          }
118 min                     {return INSTR_MIN;          }
119 max                     {return INSTR_MAX;          }
120 slt                     {return INSTR_SLT;          }
121 sge                     {return INSTR_SGE;          }
122 abs                     {return INSTR_ABS;          }
123 exp                     {return INSTR_EXP;          }
124 log                     {return INSTR_LOG;          }
125 expp                    {return INSTR_EXPP;         }
126 logp                    {return INSTR_LOGP;         }
127 dst                     {return INSTR_DST;          }
128 lrp                     {return INSTR_LRP;          }
129 frc                     {return INSTR_FRC;          }
130 pow                     {return INSTR_POW;          }
131 crs                     {return INSTR_CRS;          }
132 sgn                     {return INSTR_SGN;          }
133 nrm                     {return INSTR_NRM;          }
134 sincos                  {return INSTR_SINCOS;       }
135 m4x4                    {return INSTR_M4x4;         }
136 m4x3                    {return INSTR_M4x3;         }
137 m3x4                    {return INSTR_M3x4;         }
138 m3x3                    {return INSTR_M3x3;         }
139 m3x2                    {return INSTR_M3x2;         }
140 dcl                     {return INSTR_DCL;          }
141 def                     {return INSTR_DEF;          }
142 rep                     {return INSTR_REP;          }
143 endrep                  {return INSTR_ENDREP;       }
144 if                      {return INSTR_IF;           }
145 else                    {return INSTR_ELSE;         }
146 endif                   {return INSTR_ENDIF;        }
147 break                   {return INSTR_BREAK;        }
148 breakp                  {return INSTR_BREAKP;       }
149 call                    {return INSTR_CALL;         }
150 callnz                  {return INSTR_CALLNZ;       }
151 loop                    {return INSTR_LOOP;         }
152 ret                     {return INSTR_RET;          }
153 endloop                 {return INSTR_ENDLOOP;      }
154 label                   {return INSTR_LABEL;        }
155 setp                    {return INSTR_SETP;         }
156 texldl                  {return INSTR_TEXLDL;       }
158     /* Vertex shader only instructions  */
159 lit                     {return INSTR_LIT;          }
160 mova                    {return INSTR_MOVA;         }
163 {REG_TEMP}              {
164                             asmshader_lval.regnum = atoi(yytext + 1);
165                             return REG_TEMP;
166                         }
167 {REG_OUTPUT}            {
168                             asmshader_lval.regnum = atoi(yytext + 1);
169                             return REG_OUTPUT;
170                         }
171 {REG_INPUT}             {
172                             asmshader_lval.regnum = atoi(yytext + 1);
173                             return REG_INPUT;
174                         }
175 {REG_CONSTFLOAT}        {
176                             asmshader_lval.regnum = atoi(yytext + 1);
177                             return REG_CONSTFLOAT;
178                         }
179 {REG_CONSTINT}          {
180                             asmshader_lval.regnum = atoi(yytext + 1);
181                             return REG_CONSTINT;
182                         }
183 {REG_CONSTBOOL}         {
184                             asmshader_lval.regnum = atoi(yytext + 1);
185                             return REG_CONSTBOOL;
186                         }
187 {REG_TEXTURE}           {
188                             asmshader_lval.regnum = atoi(yytext + 1);
189                             return REG_TEXTURE;
190                         }
191 {REG_TEXCRDOUT}         {
192                             asmshader_lval.regnum = atoi(yytext + 2);
193                             return REG_TEXCRDOUT;
194                         }
195 {REG_SAMPLER}           {
196                             asmshader_lval.regnum = atoi(yytext + 1);
197                             return REG_SAMPLER;
198                         }
199 {REG_OPOS}              {return REG_OPOS;           }
200 {REG_OFOG}              {return REG_OFOG;           }
201 {REG_OPTS}              {return REG_OPTS;           }
202 {REG_VERTEXCOLOR}       {
203                             asmshader_lval.regnum = atoi(yytext + 2);
204                             return REG_VERTEXCOLOR;
205                         }
206 {REG_FRAGCOLOR}         {
207                             asmshader_lval.regnum = atoi(yytext + 2);
208                             return REG_FRAGCOLOR;
209                         }
210 {REG_FRAGDEPTH}         {return REG_FRAGDEPTH;      }
211 {REG_VPOS}              {return REG_VPOS;           }
212 {REG_VFACE}             {return REG_VFACE;          }
213 {REG_ADDRESS}           {return REG_ADDRESS;        }
214 {REG_LOOP}              {return REG_LOOP;           }
215 {REG_PREDICATE}         {return REG_PREDICATE;      }
217 {REG_LABEL}             {
218                             asmshader_lval.regnum = atoi(yytext + 1);
219                             return REG_LABEL;
220                         }
222     /* Shader versions. These are important to select the correct
223      * parser profile.
224      */
225 vs\.1\.0|vs_1_0         {return VER_VS10;       }
226 vs\.1\.1|vs_1_1         {return VER_VS11;       }
228 vs_2_0                  {return VER_VS20;       }
229 vs_2_x                  {return VER_VS2X;       }
230 vs_3_0                  {return VER_VS30;       }
232 ps\.1\.0|ps_1_0         {return VER_PS10;       }
233 ps\.1\.1|ps_1_1         {return VER_PS11;       }
234 ps\.1\.2|ps_1_2         {return VER_PS12;       }
235 ps\.1\.3|ps_1_3         {return VER_PS13;       }
236 ps\.1\.4|ps_1_4         {return VER_PS14;       }
238 ps_2_0                  {return VER_PS20;       }
239 ps_2_x                  {return VER_PS2X;       }
240 ps_3_0                  {return VER_PS30;       }
242 {DOT}                   {return yytext[0];      }
243 {COMPONENT}             {
244                             switch(yytext[0]) {
245                                 case 'x':
246                                 case 'r':
247                                     asmshader_lval.component = 0;
248                                     break;
249                                 case 'y':
250                                 case 'g':
251                                     asmshader_lval.component = 1;
252                                     break;
253                                 case 'z':
254                                 case 'b':
255                                     asmshader_lval.component = 2;
256                                     break;
257                                 case 'w':
258                                 case 'a':
259                                     asmshader_lval.component = 3;
260                                     break;
261                             }
262                             return COMPONENT;
263                         }
265     /* Output modifiers */
266 \_sat                   {return MOD_SAT;            }
267 \_pp                    {return MOD_PP;             }
268 \_centroid              {return MOD_CENTROID;       }
270     /* compare params */
271 \_gt                    {return COMP_GT;            }
272 \_lt                    {return COMP_LT;            }
273 \_ge                    {return COMP_GE;            }
274 \_le                    {return COMP_LE;            }
275 \_eq                    {return COMP_EQ;            }
276 \_ne                    {return COMP_NE;            }
278 {IMMVAL}                {
279                             asmshader_lval.immval.val = atof(yytext);
280                             asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
281                             return IMMVAL;
282                         }
284 {COMMA}                 {return yytext[0];          }
285 -                       {return yytext[0];          }
286 \(                      {return yytext[0];          }
287 \)                      {return yytext[0];          }
289     /* for relative addressing */
290 \[|\]|\+                {return yytext[0];          }
292 \_abs                   {return SMOD_ABS;           }
294 !                       {return SMOD_NOT;           }
296 {DCL_POSITION}          {
297                             if(yytext[strlen("_position")] == '\0') {
298                                 asmshader_lval.regnum = 0;
299                             } else {
300                                 asmshader_lval.regnum = atoi(yytext + strlen("_position"));
301                             }
302                             return USAGE_POSITION;
303                         }
304 {DCL_BLENDWEIGHT}       {
305                             if(yytext[strlen("_blendweight")] == '\0') {
306                                 asmshader_lval.regnum = 0;
307                             } else {
308                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
309                             }
310                             return USAGE_BLENDWEIGHT;
311                         }
312 {DCL_BLENDINDICES}      {
313                             if(yytext[strlen("_blendindices")] == '\0') {
314                                 asmshader_lval.regnum = 0;
315                             } else {
316                                 asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
317                             }
318                             return USAGE_BLENDINDICES;
319                         }
320 {DCL_NORMAL}            {
321                             if(yytext[strlen("_normal")] == '\0') {
322                                 asmshader_lval.regnum = 0;
323                             } else {
324                                 asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
325                             }
326                             return USAGE_NORMAL;
327                         }
328 {DCL_PSIZE}             {
329                             if(yytext[strlen("_psize")] == '\0') {
330                                 asmshader_lval.regnum = 0;
331                             } else {
332                                 asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
333                             }
334                             return USAGE_PSIZE;
335                         }
336 {DCL_TEXCOORD}          {
337                             if(yytext[strlen("_texcoord")] == '\0') {
338                                 asmshader_lval.regnum = 0;
339                             } else {
340                                 asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
341                             }
342                             return USAGE_TEXCOORD;
343                         }
344 {DCL_TANGENT}           {
345                             if(yytext[strlen("_tangent")] == '\0') {
346                                 asmshader_lval.regnum = 0;
347                             } else {
348                                 asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
349                             }
350                             return USAGE_TANGENT;
351                         }
352 {DCL_BINORMAL}          {
353                             if(yytext[strlen("_binormal")] == '\0') {
354                                 asmshader_lval.regnum = 0;
355                             } else {
356                                 asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
357                             }
358                             return USAGE_BINORMAL;
359                         }
360 {DCL_TESSFACTOR}        {
361                             if(yytext[strlen("_tessfactor")] == '\0') {
362                                 asmshader_lval.regnum = 0;
363                             } else {
364                                 asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
365                             }
366                             return USAGE_TESSFACTOR;
367                         }
368 {DCL_POSITIONT}         {
369                             if(yytext[strlen("_positiont")] == '\0') {
370                                 asmshader_lval.regnum = 0;
371                             } else {
372                                 asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
373                             }
374                             return USAGE_POSITIONT;
375                         }
376 {DCL_COLOR}             {
377                             if(yytext[strlen("_color")] == '\0') {
378                                 asmshader_lval.regnum = 0;
379                             } else {
380                                 asmshader_lval.regnum = atoi(yytext + strlen("_color"));
381                             }
382                             return USAGE_COLOR;
383                         }
384 {DCL_FOG}               {
385                             if(yytext[strlen("_fog")] == '\0') {
386                                 asmshader_lval.regnum = 0;
387                             } else {
388                                 asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
389                             }
390                             return USAGE_FOG;
391                         }
392 {DCL_DEPTH}             {
393                             if(yytext[strlen("_depth")] == '\0') {
394                                 asmshader_lval.regnum = 0;
395                             } else {
396                                 asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
397                             }
398                             return USAGE_DEPTH;
399                         }
400 {DCL_SAMPLE}            {
401                             if(yytext[strlen("_sample")] == '\0') {
402                                 asmshader_lval.regnum = 0;
403                             } else {
404                                 asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
405                             }
406                             return USAGE_SAMPLE;
407                         }
409 {DCL_SAMPLER1D}         { return SAMPTYPE_1D;       }
410 {DCL_SAMPLER2D}         { return SAMPTYPE_2D;       }
411 {DCL_SAMPLERCUBE}       { return SAMPTYPE_CUBE;     }
412 {DCL_SAMPLERVOLUME}     { return SAMPTYPE_VOLUME;   }
414 {PREPROCESSORDIRECTIVE} {
415                             /* TODO: update current line information */
416                             TRACE("line info update: %s", yytext);
417                         }
419     /* Skip comments */
420 {DOUBLESLASHCOMMENT}    {                           }
421 {SEMICOLONCOMMENT}      {                           }
423 {WHITESPACE}            { /* Do nothing */          }
424 {NEWLINE}               {
425                             asm_ctx.line_no++;
426                         }
428 {ANY}                   {
429                             asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
430                             set_parse_status(&asm_ctx, PARSE_ERR);
431                         }
435 struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
436     struct bwriter_shader *ret = NULL;
437     YY_BUFFER_STATE buffer;
438     TRACE("%p, %p\n", text, messages);
440     buffer = asmshader__scan_string(text);
441     asmshader__switch_to_buffer(buffer);
443     ret = parse_asm_shader(messages);
445     asmshader__delete_buffer(buffer);
447     return ret;