wined3d: Handle reading the shader header in the frontend.
In SM 1-3 this is just the version, in SM4 this also includes the token count.
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@ -342,13 +342,8 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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shader_delete_constant_list(&This->baseShader.constantsB);
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shader_delete_constant_list(&This->baseShader.constantsI);
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/* The version token is supposed to be the first token */
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if (!shader_is_version_token(*pToken))
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{
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FIXME("First token is not a version token, invalid shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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reg_maps->shader_version = shader_version = *pToken++;
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fe->shader_read_header(&pToken, &shader_version);
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reg_maps->shader_version = shader_version;
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pshader = shader_is_pshader_version(shader_version);
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while (!fe->shader_is_end(&pToken))
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@ -868,7 +863,6 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
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const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
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const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
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DWORD shader_version = reg_maps->shader_version;
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struct wined3d_shader_src_param src_rel_addr[4];
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struct wined3d_shader_src_param src_param[4];
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struct wined3d_shader_src_param dst_rel_addr;
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@ -877,6 +871,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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struct wined3d_shader_context ctx;
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const DWORD *pToken = pFunction;
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SHADER_HANDLER hw_fct;
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DWORD shader_version;
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DWORD i;
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/* Initialize current parsing state */
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@ -889,11 +884,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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ins.src = src_param;
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This->baseShader.parse_state.current_row = 0;
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if (!shader_is_version_token(*pToken++))
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{
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ERR("First token is not a version token, invalid shader.\n");
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return;
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}
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fe->shader_read_header(&pToken, &shader_version);
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while (!fe->shader_is_end(&pToken))
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{
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@ -995,13 +986,8 @@ void shader_trace_init(const struct wined3d_shader_frontend *fe,
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TRACE("Parsing %p\n", pFunction);
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/* The version token is supposed to be the first token */
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if (!shader_is_version_token(*pToken))
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{
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FIXME("First token is not a version token, invalid shader.\n");
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return;
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}
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shader_version = *pToken++;
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fe->shader_read_header(&pToken, &shader_version);
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TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
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WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
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@ -221,6 +221,12 @@ static int shader_skip_unrecognized(const DWORD *ptr, DWORD shader_version)
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return tokens_read;
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}
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static void shader_sm1_read_header(const DWORD **ptr, DWORD *shader_version)
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{
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TRACE("version: 0x%08x\n", **ptr);
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*shader_version = *(*ptr)++;
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}
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static void shader_sm1_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size,
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const SHADER_OPCODE *opcode_table, DWORD shader_version)
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{
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@ -318,6 +324,7 @@ static BOOL shader_sm1_is_end(const DWORD **ptr)
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const struct wined3d_shader_frontend sm1_shader_frontend =
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{
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shader_sm1_read_header,
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shader_sm1_read_opcode,
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shader_sm1_read_src_param,
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shader_sm1_read_dst_param,
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@ -23,6 +23,14 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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static void shader_sm4_read_header(const DWORD **ptr, DWORD *shader_version)
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{
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TRACE("version: 0x%08x\n", **ptr);
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*shader_version = *(*ptr)++;
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TRACE("token count: %u\n", **ptr);
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++(*ptr);
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}
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static void shader_sm4_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins,
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UINT *param_size, const SHADER_OPCODE *opcode_table, DWORD shader_version)
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{
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@ -63,6 +71,7 @@ static BOOL shader_sm4_is_end(const DWORD **ptr)
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const struct wined3d_shader_frontend sm4_shader_frontend =
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{
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shader_sm4_read_header,
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shader_sm4_read_opcode,
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shader_sm4_read_src_param,
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shader_sm4_read_dst_param,
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@ -674,6 +674,7 @@ struct wined3d_shader_semantic
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struct wined3d_shader_frontend
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{
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void (*shader_read_header)(const DWORD **ptr, DWORD *shader_version);
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void (*shader_read_opcode)(const DWORD **ptr, struct wined3d_shader_instruction *ins,
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UINT *param_size, const SHADER_OPCODE *opcode_table, DWORD shader_version);
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void (*shader_read_src_param)(const DWORD **ptr, struct wined3d_shader_src_param *src_param,
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