wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders.
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@ -27,6 +27,8 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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inline static BOOL shader_is_version_token(DWORD token) {
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return 0xFFFF0000 == (token & 0xFFFF0000) ||
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0xFFFE0000 == (token & 0xFFFF0000);
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@ -236,4 +238,128 @@ void shader_program_dump_decl_usage(
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}
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}
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/** Shared code in order to generate the bulk of the shader string.
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Use the shader_header_fct & shader_footer_fct to add strings
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that are specific to pixel or vertex functions
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NOTE: A description of how to parse tokens can be found at:
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http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
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void generate_base_shader(
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IWineD3DBaseShader *iface,
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SHADER_BUFFER* buffer,
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CONST DWORD* pFunction) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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const DWORD *pToken = pFunction;
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const SHADER_OPCODE *curOpcode = NULL;
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DWORD i;
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/* Initialize current parsing state */
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This->baseShader.parse_state.current_row = 0;
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/* First pass: figure out which temporary and texture registers are used */
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shader_get_registers_used(iface, pToken);
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TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
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This->baseShader.textures_used, This->baseShader.temps_used);
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/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
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nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
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nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
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*/
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/* Pre-declare registers */
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (This->baseShader.temps_used & (1 << i))
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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/* Second pass, process opcodes */
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if (NULL != pToken) {
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while (D3DPS_END() != *pToken) {
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/* Skip version token */
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if (shader_is_version_token(*pToken)) {
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++pToken;
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continue;
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}
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/* Skip comment tokens */
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if (shader_is_comment_token(*pToken)) {
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DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
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++pToken;
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TRACE("#%s\n", (char*)pToken);
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pToken += comment_len;
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continue;
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}
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/* Read opcode */
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curOpcode = shader_get_opcode(iface, *pToken);
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++pToken;
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/* Unknown opcode and its parameters */
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if (NULL == curOpcode) {
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while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
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FIXME("unrecognized opcode: %08lx\n", *pToken);
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++pToken;
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}
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/* Unhandled opcode */
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} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
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FIXME("Token %s requires greater functionality than "
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"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
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pToken += curOpcode->num_params;
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/* If a generator function is set, use it */
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} else if (curOpcode->hw_fct != NULL) {
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SHADER_OPCODE_ARG hw_arg;
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hw_arg.shader = iface;
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hw_arg.opcode = curOpcode;
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hw_arg.buffer = buffer;
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if (curOpcode->num_params > 0) {
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hw_arg.dst = *pToken;
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/* FIXME: this does not account for relative address tokens */
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for (i = 1; i < curOpcode->num_params; i++)
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hw_arg.src[i-1] = *(pToken + i);
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}
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curOpcode->hw_fct(&hw_arg);
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pToken += curOpcode->num_params;
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} else {
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TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
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curOpcode->name, curOpcode->glname, curOpcode->num_params);
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/* Unless we encounter a no-op command, this opcode is unrecognized */
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if (curOpcode->opcode != D3DSIO_NOP) {
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FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
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pToken += curOpcode->num_params;
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}
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}
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}
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/* TODO: What about result.depth? */
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}
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}
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/* TODO: Move other shared code here */
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