Sweden-Number/dlls/d3dx9_36/asmshader.y

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/*
* Direct3D shader assembler
*
* 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"
#include <stdio.h>
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
struct asm_parser asm_ctx;
/* Needed lexer functions declarations */
void asmshader_error(const char *s);
int asmshader_lex(void);
void set_rel_reg(struct shader_reg *reg, struct rel_reg *rel) {
reg->rel_reg = NULL;
}
%}
%union {
unsigned int regnum;
struct shader_reg reg;
struct {
DWORD swizzle;
DWORD writemask;
} swizzle_wmask;
DWORD writemask;
DWORD swizzle;
struct {
DWORD mod;
DWORD shift;
} modshift;
struct rel_reg rel_reg;
struct src_regs sregs;
}
/* Common instructions between vertex and pixel shaders */
%token INSTR_MOV
/* Registers */
%token <regnum> REG_TEMP
%token <regnum> REG_CONSTFLOAT
/* Version tokens */
%token VER_VS10
%token VER_VS11
%token VER_VS20
%token VER_VS2X
%token VER_VS30
%token VER_PS10
%token VER_PS11
%token VER_PS12
%token VER_PS13
%token VER_PS14
%token VER_PS20
%token VER_PS2X
%token VER_PS30
%type <reg> dreg_name
%type <reg> dreg
%type <reg> sreg_name
%type <reg> sreg
%type <swizzle> swizzle
%type <modshift> omods
%type <rel_reg> rel_reg
%type <sregs> sregs
%%
shader: version_marker instructions
{
asm_ctx.funcs->end(&asm_ctx);
}
version_marker: VER_VS10
{
TRACE("Vertex shader 1.0\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_VS11
{
TRACE("Vertex shader 1.1\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_VS20
{
TRACE("Vertex shader 2.0\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_VS2X
{
TRACE("Vertex shader 2.x\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_VS30
{
TRACE("Vertex shader 3.0\n");
create_vs30_parser(&asm_ctx);
}
| VER_PS10
{
TRACE("Pixel shader 1.0\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS11
{
TRACE("Pixel shader 1.1\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS12
{
TRACE("Pixel shader 1.2\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS13
{
TRACE("Pixel shader 1.3\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS14
{
TRACE("Pixel shader 1.4\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS20
{
TRACE("Pixel shader 2.0\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS2X
{
TRACE("Pixel shader 2.x\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
| VER_PS30
{
TRACE("Pixel shader 3.0\n");
set_parse_status(&asm_ctx, PARSE_ERR);
YYABORT;
}
instructions: /* empty */
| instructions complexinstr
{
/* Nothing to do */
}
complexinstr: instruction
{
}
instruction: INSTR_MOV omods dreg ',' sregs
{
TRACE("MOV\n");
asm_ctx.funcs->instr(&asm_ctx, BWRITERSIO_MOV, $2.mod, $2.shift, 0, &$3, &$5, 1);
}
dreg: dreg_name rel_reg
{
$$.regnum = $1.regnum;
$$.type = $1.type;
$$.writemask = BWRITERSP_WRITEMASK_ALL;
$$.srcmod = BWRITERSPSM_NONE;
set_rel_reg(&$$, &$2);
}
dreg_name: REG_TEMP
{
$$.regnum = $1; $$.type = BWRITERSPR_TEMP;
}
swizzle: /* empty */
{
$$ = BWRITERVS_NOSWIZZLE;
TRACE("Default swizzle: %08x\n", $$);
}
omods: /* Empty */
{
$$.mod = 0;
$$.shift = 0;
}
sregs: sreg
{
$$.reg[0] = $1;
$$.count = 1;
}
| sregs ',' sreg
{
if($$.count == MAX_SRC_REGS){
asmparser_message(&asm_ctx, "Line %u: Too many source registers in this instruction\n",
asm_ctx.line_no);
set_parse_status(&asm_ctx, PARSE_ERR);
}
else
$$.reg[$$.count++] = $3;
}
sreg: sreg_name rel_reg swizzle
{
$$.type = $1.type;
$$.regnum = $1.regnum;
$$.swizzle = $3;
$$.srcmod = BWRITERSPSM_NONE;
set_rel_reg(&$$, &$2);
}
rel_reg: /* empty */
{
$$.has_rel_reg = FALSE;
$$.additional_offset = 0;
}
sreg_name: REG_TEMP
{
$$.regnum = $1; $$.type = BWRITERSPR_TEMP;
}
| REG_CONSTFLOAT
{
$$.regnum = $1; $$.type = BWRITERSPR_CONST;
}
%%
void asmshader_error (char const *s) {
asmparser_message(&asm_ctx, "Line %u: Error \"%s\" from bison\n", asm_ctx.line_no, s);
set_parse_status(&asm_ctx, PARSE_ERR);
}
/* Error reporting function */
void asmparser_message(struct asm_parser *ctx, const char *fmt, ...) {
va_list args;
char* newbuffer;
int rc, newsize;
if(ctx->messagecapacity == 0) {
ctx->messages = asm_alloc(MESSAGEBUFFER_INITIAL_SIZE);
if(ctx->messages == NULL) {
ERR("Error allocating memory for parser messages\n");
return;
}
ctx->messagecapacity = MESSAGEBUFFER_INITIAL_SIZE;
}
while(1) {
va_start(args, fmt);
rc = vsnprintf(ctx->messages + ctx->messagesize,
ctx->messagecapacity - ctx->messagesize, fmt, args);
va_end(args);
if (rc < 0 || /* C89 */
rc >= ctx->messagecapacity - ctx->messagesize) { /* C99 */
/* Resize the buffer */
newsize = ctx->messagecapacity * 2;
newbuffer = asm_realloc(ctx->messages, newsize);
if(newbuffer == NULL){
ERR("Error reallocating memory for parser messages\n");
return;
}
ctx->messages = newbuffer;
ctx->messagecapacity = newsize;
} else {
ctx->messagesize += rc;
return;
}
}
}
/* New status is the worst between current status and parameter value */
void set_parse_status(struct asm_parser *ctx, enum parse_status status) {
if(status == PARSE_ERR) ctx->status = PARSE_ERR;
else if(status == PARSE_WARN && ctx->status == PARSE_SUCCESS) ctx->status = PARSE_WARN;
}
struct bwriter_shader *parse_asm_shader(char **messages) {
struct bwriter_shader *ret = NULL;
asm_ctx.shader = NULL;
asm_ctx.status = PARSE_SUCCESS;
asm_ctx.messagesize = asm_ctx.messagecapacity = 0;
asm_ctx.line_no = 1;
asmshader_parse();
if(asm_ctx.status != PARSE_ERR) ret = asm_ctx.shader;
else if(asm_ctx.shader) SlDeleteShader(asm_ctx.shader);
if(messages) {
if(asm_ctx.messagesize) {
/* Shrink the buffer to the used size */
*messages = asm_realloc(asm_ctx.messages, asm_ctx.messagesize + 1);
if(!*messages) {
ERR("Out of memory, no messages reported\n");
asm_free(asm_ctx.messages);
}
} else {
*messages = NULL;
}
} else {
if(asm_ctx.messagecapacity) asm_free(asm_ctx.messages);
}
return ret;
}