Sweden-Number/dlls/d3dx9_36/bytecodewriter.c

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/*
* Direct3D bytecode output functions
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
/****************************************************************
* General assembler shader construction helper routines follow *
****************************************************************/
/* struct instruction *alloc_instr
*
* Allocates a new instruction structure with srcs registers
*
* Parameters:
* srcs: Number of source registers to allocate
*
* Returns:
* A pointer to the allocated instruction structure
* NULL in case of an allocation failure
*/
struct instruction *alloc_instr(unsigned int srcs) {
struct instruction *ret = asm_alloc(sizeof(*ret));
if(!ret) {
ERR("Failed to allocate memory for an instruction structure\n");
return NULL;
}
if(srcs) {
ret->src = asm_alloc(srcs * sizeof(*ret->src));
if(!ret->src) {
ERR("Failed to allocate memory for instruction registers\n");
asm_free(ret);
return NULL;
}
ret->num_srcs = srcs;
}
return ret;
}
/* void add_instruction
*
* Adds a new instruction to the shader's instructions array and grows the instruction array
* if needed.
*
* The function does NOT copy the instruction structure. Make sure not to release the
* instruction or any of its substructures like registers.
*
* Parameters:
* shader: Shader to add the instruction to
* instr: Instruction to add to the shader
*/
BOOL add_instruction(struct bwriter_shader *shader, struct instruction *instr) {
struct instruction **new_instructions;
if(!shader) return FALSE;
if(shader->instr_alloc_size == 0) {
shader->instr = asm_alloc(sizeof(*shader->instr) * INSTRARRAY_INITIAL_SIZE);
if(!shader->instr) {
ERR("Failed to allocate the shader instruction array\n");
return FALSE;
}
shader->instr_alloc_size = INSTRARRAY_INITIAL_SIZE;
} else if(shader->instr_alloc_size == shader->num_instrs) {
new_instructions = asm_realloc(shader->instr,
sizeof(*shader->instr) * (shader->instr_alloc_size) * 2);
if(!new_instructions) {
ERR("Failed to grow the shader instruction array\n");
return FALSE;
}
shader->instr = new_instructions;
shader->instr_alloc_size = shader->instr_alloc_size * 2;
} else if(shader->num_instrs > shader->instr_alloc_size) {
ERR("More instructions than allocated. This should not happen\n");
return FALSE;
}
shader->instr[shader->num_instrs] = instr;
shader->num_instrs++;
return TRUE;
}
/* shader bytecode buffer manipulation functions.
* allocate_buffer creates a new buffer structure, put_dword adds a new
* DWORD to the buffer. In the rare case of a memory allocation failure
* when trying to grow the buffer a flag is set in the buffer to mark it
* invalid. This avoids return value checking and passing in many places
*/
static struct bytecode_buffer *allocate_buffer(void) {
struct bytecode_buffer *ret;
ret = asm_alloc(sizeof(*ret));
if(!ret) return NULL;
ret->alloc_size = BYTECODEBUFFER_INITIAL_SIZE;
ret->data = asm_alloc(sizeof(DWORD) * ret->alloc_size);
if(!ret->data) {
asm_free(ret);
return NULL;
}
ret->state = S_OK;
return ret;
}
static void put_dword(struct bytecode_buffer *buffer, DWORD value) {
if(FAILED(buffer->state)) return;
if(buffer->alloc_size == buffer->size) {
DWORD *newarray;
buffer->alloc_size *= 2;
newarray = asm_realloc(buffer->data,
sizeof(DWORD) * buffer->alloc_size);
if(!newarray) {
ERR("Failed to grow the buffer data memory\n");
buffer->state = E_OUTOFMEMORY;
return;
}
buffer->data = newarray;
}
buffer->data[buffer->size++] = value;
}
/******************************************************
* Implementation of the writer functions starts here *
******************************************************/
static void end(struct bc_writer *This, const struct bwriter_shader *shader, struct bytecode_buffer *buffer) {
put_dword(buffer, D3DSIO_END);
}
static void write_srcregs(struct bc_writer *This, const struct instruction *instr,
struct bytecode_buffer *buffer){
unsigned int i;
if(instr->has_predicate){
This->funcs->srcreg(This, &instr->predicate, buffer);
}
for(i = 0; i < instr->num_srcs; i++){
This->funcs->srcreg(This, &instr->src[i], buffer);
}
}
/* The length of an instruction consists of the destination register (if any),
* the number of source registers, the number of address registers used for
* indirect addressing, and optionally the predicate register
*/
static DWORD instrlen(const struct instruction *instr, unsigned int srcs, unsigned int dsts) {
unsigned int i;
DWORD ret = srcs + dsts + (instr->has_predicate ? 1 : 0);
if(dsts){
if(instr->dst.rel_reg) ret++;
}
for(i = 0; i < srcs; i++) {
if(instr->src[i].rel_reg) ret++;
}
return ret;
}
static void instr_handler(struct bc_writer *This,
const struct instruction *instr,
struct bytecode_buffer *buffer) {
DWORD token = d3d9_opcode(instr->opcode);
TRACE("token: %x\n", token);
This->funcs->opcode(This, instr, token, buffer);
if(instr->has_dst) This->funcs->dstreg(This, &instr->dst, buffer, instr->shift, instr->dstmod);
write_srcregs(This, instr, buffer);
}
static void sm_2_opcode(struct bc_writer *This,
const struct instruction *instr,
DWORD token, struct bytecode_buffer *buffer) {
/* From sm 2 onwards instruction length is encoded in the opcode field */
int dsts = instr->has_dst ? 1 : 0;
token |= instrlen(instr, instr->num_srcs, dsts) << D3DSI_INSTLENGTH_SHIFT;
put_dword(buffer,token);
}
static void sm_3_header(struct bc_writer *This, const struct bwriter_shader *shader, struct bytecode_buffer *buffer) {
/* Declare the shader type and version */
put_dword(buffer, This->version);
return;
}
static void sm_3_srcreg(struct bc_writer *This,
const struct shader_reg *reg,
struct bytecode_buffer *buffer) {
DWORD token = (1 << 31); /* Bit 31 of registers is 1 */
DWORD d3d9reg;
d3d9reg = d3d9_register(reg->type);
token |= (d3d9reg << D3DSP_REGTYPE_SHIFT) & D3DSP_REGTYPE_MASK;
token |= (d3d9reg << D3DSP_REGTYPE_SHIFT2) & D3DSP_REGTYPE_MASK2;
token |= reg->regnum & D3DSP_REGNUM_MASK;
token |= d3d9_swizzle(reg->swizzle) & D3DVS_SWIZZLE_MASK;
put_dword(buffer, token);
}
static void sm_3_dstreg(struct bc_writer *This,
const struct shader_reg *reg,
struct bytecode_buffer *buffer,
DWORD shift, DWORD mod) {
DWORD token = (1 << 31); /* Bit 31 of registers is 1 */
DWORD d3d9reg;
d3d9reg = d3d9_register(reg->type);
token |= (d3d9reg << D3DSP_REGTYPE_SHIFT) & D3DSP_REGTYPE_MASK;
token |= (d3d9reg << D3DSP_REGTYPE_SHIFT2) & D3DSP_REGTYPE_MASK2;
token |= reg->regnum & D3DSP_REGNUM_MASK; /* No shift */
token |= d3d9_dstmod(mod);
token |= d3d9_writemask(reg->writemask);
put_dword(buffer, token);
}
static const struct instr_handler_table vs_3_handlers[] = {
{BWRITERSIO_MOV, instr_handler},
{BWRITERSIO_END, NULL},
};
static const struct bytecode_backend vs_3_backend = {
sm_3_header,
end,
sm_3_srcreg,
sm_3_dstreg,
sm_2_opcode,
vs_3_handlers
};
static void init_vs30_dx9_writer(struct bc_writer *writer) {
TRACE("Creating DirectX9 vertex shader 3.0 writer\n");
writer->funcs = &vs_3_backend;
}
static struct bc_writer *create_writer(DWORD version, DWORD dxversion) {
struct bc_writer *ret = asm_alloc(sizeof(*ret));
if(!ret) {
WARN("Failed to allocate a bytecode writer instance\n");
return NULL;
}
switch(version) {
case BWRITERVS_VERSION(1, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for vertex shader 1.0 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERVS_VERSION(1, 1):
if(dxversion != 9) {
WARN("Unsupported dxversion for vertex shader 1.1 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERVS_VERSION(2, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for vertex shader 2.0 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERVS_VERSION(2, 1):
if(dxversion != 9) {
WARN("Unsupported dxversion for vertex shader 2.x requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERVS_VERSION(3, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for vertex shader 3.0 requested: %u\n", dxversion);
goto fail;
}
init_vs30_dx9_writer(ret);
break;
case BWRITERPS_VERSION(1, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 1.0 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(1, 1):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 1.1 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(1, 2):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 1.2 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(1, 3):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 1.3 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(1, 4):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 1.4 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(2, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 2.0 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(2, 1):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 2.x requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
case BWRITERPS_VERSION(3, 0):
if(dxversion != 9) {
WARN("Unsupported dxversion for pixel shader 3.0 requested: %u\n", dxversion);
goto fail;
}
/* TODO: Set the appropriate writer backend */
break;
default:
WARN("Unexpected shader version requested: %08x\n", version);
goto fail;
}
ret->version = version;
return ret;
fail:
asm_free(ret);
return NULL;
}
static HRESULT call_instr_handler(struct bc_writer *writer,
const struct instruction *instr,
struct bytecode_buffer *buffer) {
DWORD i=0;
while(writer->funcs->instructions[i].opcode != BWRITERSIO_END) {
if(instr->opcode == writer->funcs->instructions[i].opcode) {
if(!writer->funcs->instructions[i].func) {
WARN("Opcode %u not supported by this profile\n", instr->opcode);
return E_INVALIDARG;
}
writer->funcs->instructions[i].func(writer, instr, buffer);
return S_OK;
}
i++;
}
FIXME("Unhandled instruction %u\n", instr->opcode);
return E_INVALIDARG;
}
/* SlWriteBytecode (wineshader.@)
*
* Writes shader version specific bytecode from the shader passed in.
* The returned bytecode can be passed to the Direct3D runtime like
* IDirect3DDevice9::Create*Shader.
*
* Parameters:
* shader: Shader to translate into bytecode
* version: Shader version to generate(d3d version token)
* dxversion: DirectX version the code targets
* result: the resulting shader bytecode
*
* Return values:
* S_OK on success
*/
DWORD SlWriteBytecode(const struct bwriter_shader *shader, int dxversion, DWORD **result) {
struct bc_writer *writer;
struct bytecode_buffer *buffer = NULL;
HRESULT hr;
unsigned int i;
if(!shader){
ERR("NULL shader structure, aborting\n");
return E_FAIL;
}
writer = create_writer(shader->version, dxversion);
*result = NULL;
if(!writer) {
WARN("Could not create a bytecode writer instance. Either unsupported version\n");
WARN("or out of memory\n");
hr = E_FAIL;
goto error;
}
buffer = allocate_buffer();
if(!buffer) {
WARN("Failed to allocate a buffer for the shader bytecode\n");
hr = E_FAIL;
goto error;
}
writer->funcs->header(writer, shader, buffer);
if(FAILED(writer->state)) {
hr = writer->state;
goto error;
}
for(i = 0; i < shader->num_instrs; i++) {
hr = call_instr_handler(writer, shader->instr[i], buffer);
if(FAILED(hr)) {
goto error;
}
}
if(FAILED(writer->state)) {
hr = writer->state;
goto error;
}
writer->funcs->end(writer, shader, buffer);
if(FAILED(buffer->state)) {
hr = buffer->state;
goto error;
}
/* Cut off unneeded memory from the result buffer */
*result = asm_realloc(buffer->data,
sizeof(DWORD) * buffer->size);
if(!*result) {
*result = buffer->data;
}
buffer->data = NULL;
hr = S_OK;
error:
if(buffer) {
asm_free(buffer->data);
asm_free(buffer);
}
asm_free(writer);
return hr;
}
void SlDeleteShader(struct bwriter_shader *shader) {
unsigned int i, j;
TRACE("Deleting shader %p\n", shader);
for(i = 0; i < shader->num_cf; i++) {
asm_free(shader->constF[i]);
}
asm_free(shader->constF);
for(i = 0; i < shader->num_ci; i++) {
asm_free(shader->constI[i]);
}
asm_free(shader->constI);
for(i = 0; i < shader->num_cb; i++) {
asm_free(shader->constB[i]);
}
asm_free(shader->constB);
asm_free(shader->inputs);
asm_free(shader->outputs);
asm_free(shader->samplers);
for(i = 0; i < shader->num_instrs; i++) {
for(j = 0; j < shader->instr[i]->num_srcs; j++) {
asm_free(shader->instr[i]->src[j].rel_reg);
}
asm_free(shader->instr[i]->src);
asm_free(shader->instr[i]);
}
asm_free(shader->instr);
asm_free(shader);
}