quartz: Report the previous refcount of a PullPin object.
[wine/wine-kai.git] / dlls / wined3d / baseshader.c
blob3bbdb45819f52c0ac97eb632f543a97ccbfd1190
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 inline static 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;
197 /* There are some minor differences between pixel and vertex shaders */
198 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
200 if (pToken == NULL)
201 return WINED3D_OK;
203 while (WINED3DVS_END() != *pToken) {
204 CONST SHADER_OPCODE* curOpcode;
205 DWORD opcode_token;
207 /* Skip version */
208 if (shader_is_version_token(*pToken)) {
209 ++pToken;
210 continue;
212 /* Skip comments */
213 } else if (shader_is_comment(*pToken)) {
214 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
215 ++pToken;
216 pToken += comment_len;
217 continue;
220 /* Fetch opcode */
221 opcode_token = *pToken++;
222 curOpcode = shader_get_opcode(iface, opcode_token);
224 /* Unhandled opcode, and its parameters */
225 if (NULL == curOpcode) {
226 while (*pToken & 0x80000000)
227 ++pToken;
229 /* Handle declarations */
230 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
232 DWORD usage = *pToken++;
233 DWORD param = *pToken++;
234 DWORD regtype = shader_get_regtype(param);
235 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
237 /* Vshader: mark attributes used
238 Pshader: mark 3.0 input registers used, save token */
239 if (WINED3DSPR_INPUT == regtype) {
241 if (!pshader)
242 reg_maps->attributes[regnum] = 1;
243 else
244 reg_maps->packed_input[regnum] = 1;
246 semantics_in[regnum].usage = usage;
247 semantics_in[regnum].reg = param;
249 /* Vshader: mark 3.0 output registers used, save token */
250 } else if (WINED3DSPR_OUTPUT == regtype) {
251 reg_maps->packed_output[regnum] = 1;
252 semantics_out[regnum].usage = usage;
253 semantics_out[regnum].reg = param;
255 /* Save sampler usage token */
256 } else if (WINED3DSPR_SAMPLER == regtype)
257 reg_maps->samplers[regnum] = usage;
259 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
261 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
262 if (!lconst) return E_OUTOFMEMORY;
263 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
264 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
265 list_add_head(&This->baseShader.constantsF, &lconst->entry);
266 pToken += curOpcode->num_params;
268 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
270 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
271 if (!lconst) return E_OUTOFMEMORY;
272 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
273 memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
274 list_add_head(&This->baseShader.constantsI, &lconst->entry);
275 pToken += curOpcode->num_params;
277 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
279 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
280 if (!lconst) return E_OUTOFMEMORY;
281 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
282 memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
283 list_add_head(&This->baseShader.constantsB, &lconst->entry);
284 pToken += curOpcode->num_params;
286 /* If there's a loop in the shader */
287 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
288 WINED3DSIO_REP == curOpcode->opcode) {
289 reg_maps->loop = 1;
290 pToken += curOpcode->num_params;
292 /* For subroutine prototypes */
293 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
295 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
296 reg_maps->labels[snum] = 1;
297 pToken += curOpcode->num_params;
299 /* Set texture, address, temporary registers */
300 } else {
301 int i, limit;
303 /* Declare 1.X samplers implicitly, based on the destination reg. number */
304 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
305 (WINED3DSIO_TEX == curOpcode->opcode ||
306 WINED3DSIO_TEXBEM == curOpcode->opcode ||
307 WINED3DSIO_TEXBEML == curOpcode->opcode ||
308 WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
309 WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
310 WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
311 WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
312 WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
313 WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
314 WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
315 WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
317 /* Fake sampler usage, only set reserved bit and ttype */
318 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
320 if(!stateBlock->textures[sampler_code]) {
321 ERR("No texture bound to sampler %d\n", sampler_code);
322 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
323 } else {
324 int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
325 switch(texType) {
326 case GL_TEXTURE_1D:
327 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
328 break;
330 case GL_TEXTURE_2D:
331 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
332 break;
334 case GL_TEXTURE_3D:
335 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
336 break;
338 case GL_TEXTURE_CUBE_MAP_ARB:
339 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
340 break;
342 default:
343 ERR("Unexpected gl texture type found: %d\n", texType);
344 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
348 /* texbem is only valid with < 1.4 pixel shaders */
349 if(WINED3DSIO_TEXBEM == curOpcode->opcode) {
350 if(reg_maps->bumpmat != 0 && reg_maps->bumpmat != sampler_code) {
351 FIXME("Pixel shader uses texbem instruction on more than 1 sampler\n");
352 } else {
353 reg_maps->bumpmat = sampler_code;
358 /* This will loop over all the registers and try to
359 * make a bitmask of the ones we're interested in.
361 * Relative addressing tokens are ignored, but that's
362 * okay, since we'll catch any address registers when
363 * they are initialized (required by spec) */
365 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
366 curOpcode->num_params + 1: curOpcode->num_params;
368 for (i = 0; i < limit; ++i) {
370 DWORD param, addr_token, reg, regtype;
371 pToken += shader_get_param(iface, pToken, &param, &addr_token);
373 regtype = shader_get_regtype(param);
374 reg = param & WINED3DSP_REGNUM_MASK;
376 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
378 if (pshader)
379 reg_maps->texcoord[reg] = 1;
380 else
381 reg_maps->address[reg] = 1;
384 else if (WINED3DSPR_TEMP == regtype)
385 reg_maps->temporary[reg] = 1;
387 else if (WINED3DSPR_INPUT == regtype && !pshader)
388 reg_maps->attributes[reg] = 1;
390 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
391 reg_maps->fog = 1;
396 return WINED3D_OK;
399 static void shader_dump_decl_usage(
400 IWineD3DBaseShaderImpl* This,
401 DWORD decl,
402 DWORD param) {
404 DWORD regtype = shader_get_regtype(param);
406 TRACE("dcl");
408 if (regtype == WINED3DSPR_SAMPLER) {
409 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
411 switch (ttype) {
412 case WINED3DSTT_2D: TRACE("_2d"); break;
413 case WINED3DSTT_CUBE: TRACE("_cube"); break;
414 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
415 default: TRACE("_unknown_ttype(%08x)", ttype);
418 } else {
420 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
421 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
423 /* Pixel shaders 3.0 don't have usage semantics */
424 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
425 if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
426 return;
427 else
428 TRACE("_");
430 switch(usage) {
431 case WINED3DDECLUSAGE_POSITION:
432 TRACE("position%d", idx);
433 break;
434 case WINED3DDECLUSAGE_BLENDINDICES:
435 TRACE("blend");
436 break;
437 case WINED3DDECLUSAGE_BLENDWEIGHT:
438 TRACE("weight");
439 break;
440 case WINED3DDECLUSAGE_NORMAL:
441 TRACE("normal%d", idx);
442 break;
443 case WINED3DDECLUSAGE_PSIZE:
444 TRACE("psize");
445 break;
446 case WINED3DDECLUSAGE_COLOR:
447 if(idx == 0) {
448 TRACE("color");
449 } else {
450 TRACE("specular%d", (idx - 1));
452 break;
453 case WINED3DDECLUSAGE_TEXCOORD:
454 TRACE("texture%d", idx);
455 break;
456 case WINED3DDECLUSAGE_TANGENT:
457 TRACE("tangent");
458 break;
459 case WINED3DDECLUSAGE_BINORMAL:
460 TRACE("binormal");
461 break;
462 case WINED3DDECLUSAGE_TESSFACTOR:
463 TRACE("tessfactor");
464 break;
465 case WINED3DDECLUSAGE_POSITIONT:
466 TRACE("positionT%d", idx);
467 break;
468 case WINED3DDECLUSAGE_FOG:
469 TRACE("fog");
470 break;
471 case WINED3DDECLUSAGE_DEPTH:
472 TRACE("depth");
473 break;
474 case WINED3DDECLUSAGE_SAMPLE:
475 TRACE("sample");
476 break;
477 default:
478 FIXME("unknown_semantics(%08x)", usage);
483 static void shader_dump_arr_entry(
484 IWineD3DBaseShader *iface,
485 const DWORD param,
486 const DWORD addr_token,
487 unsigned int reg,
488 int input) {
490 char relative =
491 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
493 if (relative) {
494 TRACE("[");
495 if (addr_token)
496 shader_dump_param(iface, addr_token, 0, input);
497 else
498 TRACE("a0.x");
499 TRACE(" + ");
501 TRACE("%u", reg);
502 if (relative)
503 TRACE("]");
506 void shader_dump_param(
507 IWineD3DBaseShader *iface,
508 const DWORD param,
509 const DWORD addr_token,
510 int input) {
512 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
513 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
514 char swizzle_reg_chars[4];
516 DWORD reg = param & WINED3DSP_REGNUM_MASK;
517 DWORD regtype = shader_get_regtype(param);
518 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
520 /* There are some minor differences between pixel and vertex shaders */
521 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
523 /* For one, we'd prefer color components to be shown for pshaders.
524 * FIXME: use the swizzle function for this */
526 swizzle_reg_chars[0] = pshader? 'r': 'x';
527 swizzle_reg_chars[1] = pshader? 'g': 'y';
528 swizzle_reg_chars[2] = pshader? 'b': 'z';
529 swizzle_reg_chars[3] = pshader? 'a': 'w';
531 if (input) {
532 if ( (modifier == WINED3DSPSM_NEG) ||
533 (modifier == WINED3DSPSM_BIASNEG) ||
534 (modifier == WINED3DSPSM_SIGNNEG) ||
535 (modifier == WINED3DSPSM_X2NEG) ||
536 (modifier == WINED3DSPSM_ABSNEG) )
537 TRACE("-");
538 else if (modifier == WINED3DSPSM_COMP)
539 TRACE("1-");
540 else if (modifier == WINED3DSPSM_NOT)
541 TRACE("!");
543 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
544 TRACE("abs(");
547 switch (regtype) {
548 case WINED3DSPR_TEMP:
549 TRACE("r%u", reg);
550 break;
551 case WINED3DSPR_INPUT:
552 TRACE("v");
553 shader_dump_arr_entry(iface, param, addr_token, reg, input);
554 break;
555 case WINED3DSPR_CONST:
556 case WINED3DSPR_CONST2:
557 case WINED3DSPR_CONST3:
558 case WINED3DSPR_CONST4:
559 TRACE("c");
560 shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
561 break;
562 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
563 TRACE("%c%u", (pshader? 't':'a'), reg);
564 break;
565 case WINED3DSPR_RASTOUT:
566 TRACE("%s", rastout_reg_names[reg]);
567 break;
568 case WINED3DSPR_COLOROUT:
569 TRACE("oC%u", reg);
570 break;
571 case WINED3DSPR_DEPTHOUT:
572 TRACE("oDepth");
573 break;
574 case WINED3DSPR_ATTROUT:
575 TRACE("oD%u", reg);
576 break;
577 case WINED3DSPR_TEXCRDOUT:
579 /* Vertex shaders >= 3.0 use general purpose output registers
580 * (WINED3DSPR_OUTPUT), which can include an address token */
582 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
583 TRACE("o");
584 shader_dump_arr_entry(iface, param, addr_token, reg, input);
586 else
587 TRACE("oT%u", reg);
588 break;
589 case WINED3DSPR_CONSTINT:
590 TRACE("i");
591 shader_dump_arr_entry(iface, param, addr_token, reg, input);
592 break;
593 case WINED3DSPR_CONSTBOOL:
594 TRACE("b");
595 shader_dump_arr_entry(iface, param, addr_token, reg, input);
596 break;
597 case WINED3DSPR_LABEL:
598 TRACE("l%u", reg);
599 break;
600 case WINED3DSPR_LOOP:
601 TRACE("aL");
602 break;
603 case WINED3DSPR_SAMPLER:
604 TRACE("s%u", reg);
605 break;
606 case WINED3DSPR_PREDICATE:
607 TRACE("p%u", reg);
608 break;
609 default:
610 TRACE("unhandled_rtype(%#x)", regtype);
611 break;
614 if (!input) {
615 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
617 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
618 TRACE(".");
619 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
620 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
621 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
622 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
625 } else {
626 /** operand input */
627 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
628 DWORD swizzle_r = swizzle & 0x03;
629 DWORD swizzle_g = (swizzle >> 2) & 0x03;
630 DWORD swizzle_b = (swizzle >> 4) & 0x03;
631 DWORD swizzle_a = (swizzle >> 6) & 0x03;
633 if (0 != modifier) {
634 switch (modifier) {
635 case WINED3DSPSM_NONE: break;
636 case WINED3DSPSM_NEG: break;
637 case WINED3DSPSM_NOT: break;
638 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
639 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
640 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
641 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
642 case WINED3DSPSM_COMP: break;
643 case WINED3DSPSM_X2: TRACE("_x2"); break;
644 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
645 case WINED3DSPSM_DZ: TRACE("_dz"); break;
646 case WINED3DSPSM_DW: TRACE("_dw"); break;
647 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
648 case WINED3DSPSM_ABS: TRACE(")"); break;
649 default:
650 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
655 * swizzle bits fields:
656 * RRGGBBAA
658 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
659 if (swizzle_r == swizzle_g &&
660 swizzle_r == swizzle_b &&
661 swizzle_r == swizzle_a) {
662 TRACE(".%c", swizzle_reg_chars[swizzle_r]);
663 } else {
664 TRACE(".%c%c%c%c",
665 swizzle_reg_chars[swizzle_r],
666 swizzle_reg_chars[swizzle_g],
667 swizzle_reg_chars[swizzle_b],
668 swizzle_reg_chars[swizzle_a]);
674 /** Shared code in order to generate the bulk of the shader string.
675 Use the shader_header_fct & shader_footer_fct to add strings
676 that are specific to pixel or vertex functions
677 NOTE: A description of how to parse tokens can be found at:
678 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
679 void shader_generate_main(
680 IWineD3DBaseShader *iface,
681 SHADER_BUFFER* buffer,
682 shader_reg_maps* reg_maps,
683 CONST DWORD* pFunction) {
685 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
686 const DWORD *pToken = pFunction;
687 const SHADER_OPCODE *curOpcode = NULL;
688 SHADER_HANDLER hw_fct = NULL;
689 DWORD i;
690 SHADER_OPCODE_ARG hw_arg;
692 /* Initialize current parsing state */
693 hw_arg.shader = iface;
694 hw_arg.buffer = buffer;
695 hw_arg.reg_maps = reg_maps;
696 This->baseShader.parse_state.current_row = 0;
698 /* Second pass, process opcodes */
699 if (NULL != pToken) {
700 while (WINED3DPS_END() != *pToken) {
702 /* Skip version token */
703 if (shader_is_version_token(*pToken)) {
704 ++pToken;
705 continue;
708 /* Skip comment tokens */
709 if (shader_is_comment(*pToken)) {
710 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
711 ++pToken;
712 TRACE("#%s\n", (const char*)pToken);
713 pToken += comment_len;
714 continue;
717 /* Read opcode */
718 hw_arg.opcode_token = *pToken++;
719 curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
721 /* Select handler */
722 if (curOpcode == NULL)
723 hw_fct = NULL;
724 else if (This->baseShader.shader_mode == SHADER_GLSL)
725 hw_fct = curOpcode->hw_glsl_fct;
726 else if (This->baseShader.shader_mode == SHADER_ARB)
727 hw_fct = curOpcode->hw_fct;
729 /* Unknown opcode and its parameters */
730 if (NULL == curOpcode) {
731 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
732 pToken += shader_skip_unrecognized(iface, pToken);
734 /* Nothing to do */
735 } else if (WINED3DSIO_DCL == curOpcode->opcode ||
736 WINED3DSIO_NOP == curOpcode->opcode ||
737 WINED3DSIO_DEF == curOpcode->opcode ||
738 WINED3DSIO_DEFI == curOpcode->opcode ||
739 WINED3DSIO_DEFB == curOpcode->opcode ||
740 WINED3DSIO_PHASE == curOpcode->opcode ||
741 WINED3DSIO_RET == curOpcode->opcode) {
743 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
745 /* If a generator function is set for current shader target, use it */
746 } else if (hw_fct != NULL) {
748 hw_arg.opcode = curOpcode;
750 /* Destination token */
751 if (curOpcode->dst_token) {
753 DWORD param, addr_token = 0;
754 pToken += shader_get_param(iface, pToken, &param, &addr_token);
755 hw_arg.dst = param;
756 hw_arg.dst_addr = addr_token;
759 /* Predication token */
760 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
761 hw_arg.predicate = *pToken++;
763 /* Other source tokens */
764 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
766 DWORD param, addr_token = 0;
767 pToken += shader_get_param(iface, pToken, &param, &addr_token);
768 hw_arg.src[i] = param;
769 hw_arg.src_addr[i] = addr_token;
772 /* Call appropriate function for output target */
773 hw_fct(&hw_arg);
775 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
776 if (This->baseShader.shader_mode == SHADER_GLSL)
777 shader_glsl_add_instruction_modifiers(&hw_arg);
779 /* Unhandled opcode */
780 } else {
782 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
783 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
786 /* TODO: What about result.depth? */
791 void shader_dump_ins_modifiers(const DWORD output) {
793 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
794 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
796 switch (shift) {
797 case 0: break;
798 case 13: TRACE("_d8"); break;
799 case 14: TRACE("_d4"); break;
800 case 15: TRACE("_d2"); break;
801 case 1: TRACE("_x2"); break;
802 case 2: TRACE("_x4"); break;
803 case 3: TRACE("_x8"); break;
804 default: TRACE("_unhandled_shift(%d)", shift); break;
807 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
808 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
809 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
811 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
812 if (mmask)
813 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
816 /* First pass: trace shader, initialize length and version */
817 void shader_trace_init(
818 IWineD3DBaseShader *iface,
819 const DWORD* pFunction) {
821 IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
823 const DWORD* pToken = pFunction;
824 const SHADER_OPCODE* curOpcode = NULL;
825 DWORD opcode_token;
826 unsigned int len = 0;
827 DWORD i;
829 TRACE("(%p) : Parsing programme\n", This);
831 if (NULL != pToken) {
832 while (WINED3DVS_END() != *pToken) {
833 if (shader_is_version_token(*pToken)) { /** version */
834 This->baseShader.hex_version = *pToken;
835 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
836 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
837 WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
838 ++pToken;
839 ++len;
840 continue;
842 if (shader_is_comment(*pToken)) { /** comment */
843 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
844 ++pToken;
845 TRACE("//%s\n", (const char*)pToken);
846 pToken += comment_len;
847 len += comment_len + 1;
848 continue;
850 opcode_token = *pToken++;
851 curOpcode = shader_get_opcode(iface, opcode_token);
852 len++;
854 if (NULL == curOpcode) {
855 int tokens_read;
856 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
857 tokens_read = shader_skip_unrecognized(iface, pToken);
858 pToken += tokens_read;
859 len += tokens_read;
861 } else {
862 if (curOpcode->opcode == WINED3DSIO_DCL) {
864 DWORD usage = *pToken;
865 DWORD param = *(pToken + 1);
867 shader_dump_decl_usage(This, usage, param);
868 shader_dump_ins_modifiers(param);
869 TRACE(" ");
870 shader_dump_param(iface, param, 0, 0);
871 pToken += 2;
872 len += 2;
874 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
876 unsigned int offset = shader_get_float_offset(*pToken);
878 TRACE("def c%u = %f, %f, %f, %f", offset,
879 *(const float *)(pToken + 1),
880 *(const float *)(pToken + 2),
881 *(const float *)(pToken + 3),
882 *(const float *)(pToken + 4));
884 pToken += 5;
885 len += 5;
886 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
888 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
889 *(pToken + 1),
890 *(pToken + 2),
891 *(pToken + 3),
892 *(pToken + 4));
894 pToken += 5;
895 len += 5;
897 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
899 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
900 *(pToken + 1)? "true": "false");
902 pToken += 2;
903 len += 2;
905 } else {
907 DWORD param, addr_token;
908 int tokens_read;
910 /* Print out predication source token first - it follows
911 * the destination token. */
912 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
913 TRACE("(");
914 shader_dump_param(iface, *(pToken + 2), 0, 1);
915 TRACE(") ");
918 TRACE("%s", curOpcode->name);
920 if (curOpcode->opcode == WINED3DSIO_IFC ||
921 curOpcode->opcode == WINED3DSIO_BREAKC) {
923 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
924 switch (op) {
925 case COMPARISON_GT: TRACE("_gt"); break;
926 case COMPARISON_EQ: TRACE("_eq"); break;
927 case COMPARISON_GE: TRACE("_ge"); break;
928 case COMPARISON_LT: TRACE("_lt"); break;
929 case COMPARISON_NE: TRACE("_ne"); break;
930 case COMPARISON_LE: TRACE("_le"); break;
931 default:
932 TRACE("_(%u)", op);
936 /* Destination token */
937 if (curOpcode->dst_token) {
939 /* Destination token */
940 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
941 pToken += tokens_read;
942 len += tokens_read;
944 shader_dump_ins_modifiers(param);
945 TRACE(" ");
946 shader_dump_param(iface, param, addr_token, 0);
949 /* Predication token - already printed out, just skip it */
950 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
951 pToken++;
952 len++;
955 /* Other source tokens */
956 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
958 tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
959 pToken += tokens_read;
960 len += tokens_read;
962 TRACE((i == 0)? " " : ", ");
963 shader_dump_param(iface, param, addr_token, 1);
966 TRACE("\n");
969 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
970 } else {
971 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
975 void shader_delete_constant_list(
976 struct list* clist) {
978 struct list *ptr;
979 struct local_constant* constant;
981 ptr = list_head(clist);
982 while (ptr) {
983 constant = LIST_ENTRY(ptr, struct local_constant, entry);
984 ptr = list_next(clist, ptr);
985 HeapFree(GetProcessHeap(), 0, constant);
989 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
990 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
991 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
992 static void shader_none_cleanup(IWineD3DDevice *iface) {}
994 const shader_backend_t none_shader_backend = {
995 &shader_none_select,
996 &shader_none_select_depth_blt,
997 &shader_none_load_constants,
998 &shader_none_cleanup