/* * shaders implementation * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * * 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 #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLNAME_REQUIRE_GLSL ((const char *)1) inline static BOOL shader_is_version_token(DWORD token) { return shader_is_pshader_version(token) || shader_is_vshader_version(token); } int shader_addline( SHADER_BUFFER* buffer, const char *format, ...) { char* base = buffer->buffer + buffer->bsize; int rc; va_list args; va_start(args, format); rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args); va_end(args); if (rc < 0 || /* C89 */ rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */ ERR("The buffer allocated for the shader program string " "is too small at %d bytes.\n", SHADER_PGMSIZE); buffer->bsize = SHADER_PGMSIZE - 1; return -1; } buffer->bsize += rc; buffer->lineNo++; TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base); return 0; } const SHADER_OPCODE* shader_get_opcode( IWineD3DBaseShader *iface, const DWORD code) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface; DWORD i = 0; DWORD hex_version = This->baseShader.hex_version; const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins; /** TODO: use dichotomic search */ while (NULL != shader_ins[i].name) { if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) && (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) || ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) { return &shader_ins[i]; } ++i; } FIXME("Unsupported opcode %#lx(%ld) masked %#lx, shader version %#lx\n", code, code, code & D3DSI_OPCODE_MASK, hex_version); return NULL; } /* Read a parameter opcode from the input stream, * and possibly a relative addressing token. * Return the number of tokens read */ int shader_get_param( IWineD3DBaseShader* iface, const DWORD* pToken, DWORD* param, DWORD* addr_token) { /* PS >= 3.0 have relative addressing (with token) * VS >= 2.0 have relative addressing (with token) * VS >= 1.0 < 2.0 have relative addressing (without token) * The version check below should work in general */ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 && ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE); *param = *pToken; *addr_token = rel_token? *(pToken + 1): 0; return rel_token? 2:1; } /* Return the number of parameters to skip for an opcode */ static inline int shader_skip_opcode( IWineD3DBaseShaderImpl* This, const SHADER_OPCODE* curOpcode, DWORD opcode_token) { /* Shaders >= 2.0 may contain address tokens, but fortunately they * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */ return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)? ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT): curOpcode->num_params; } /* Read the parameters of an unrecognized opcode from the input stream * Return the number of tokens read. * * Note: This function assumes source or destination token format. * It will not work with specially-formatted tokens like DEF or DCL, * but hopefully those would be recognized */ int shader_skip_unrecognized( IWineD3DBaseShader* iface, const DWORD* pToken) { int tokens_read = 0; int i = 0; /* TODO: Think of a good name for 0x80000000 and replace it with a constant */ while (*pToken & 0x80000000) { DWORD param, addr_token; tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token); pToken += tokens_read; FIXME("Unrecognized opcode param: token=%08lX " "addr_token=%08lX name=", param, addr_token); shader_dump_param(iface, param, addr_token, i); FIXME("\n"); ++i; } return tokens_read; } /* Convert floating point offset relative * to a register file to an absolute offset for float constants */ unsigned int shader_get_float_offset(const DWORD reg) { unsigned int regnum = reg & D3DSP_REGNUM_MASK; int regtype = shader_get_regtype(reg); switch (regtype) { case D3DSPR_CONST: return regnum; case D3DSPR_CONST2: return 2048 + regnum; case D3DSPR_CONST3: return 4096 + regnum; case D3DSPR_CONST4: return 6144 + regnum; default: FIXME("Unsupported register type: %d\n", regtype); return regnum; } } static void shader_parse_decl_usage( DWORD *semantics_map, DWORD usage_token, DWORD param) { unsigned int usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT; unsigned int usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT; unsigned int regnum = param & D3DSP_REGNUM_MASK; switch(usage) { case D3DDECLUSAGE_POSITION: if (usage_idx == 0) { /* tween data */ TRACE("Setting position to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_POSITION] = param; } else { /* TODO: position indexes go from 0-8!!*/ TRACE("Setting position 2 to %d because usage_idx = %d\n", regnum, usage_idx); /* robots uses positions up to 8, the position arrays are just packed.*/ if (usage_idx > 1) { TRACE("Loaded for position %d (greater than 2)\n", usage_idx); } semantics_map[WINED3DSHADERDECLUSAGE_POSITION2 + usage_idx-1] = param; } break; case D3DDECLUSAGE_BLENDINDICES: TRACE("Setting BLENDINDICES to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_BLENDINDICES] = param; if (usage_idx != 0) FIXME("Extended BLENDINDICES\n"); break; case D3DDECLUSAGE_BLENDWEIGHT: TRACE("Setting BLENDWEIGHT to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_BLENDWEIGHT] = param; if (usage_idx != 0) FIXME("Extended blend weights\n"); break; case D3DDECLUSAGE_NORMAL: if (usage_idx == 0) { /* tween data */ TRACE("Setting normal to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_NORMAL] = param; } else { TRACE("Setting normal 2 to %d because usage = %d\n", regnum, usage_idx); semantics_map[WINED3DSHADERDECLUSAGE_NORMAL2] = param; } break; case D3DDECLUSAGE_PSIZE: TRACE("Setting PSIZE to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_PSIZE] = param; if (usage_idx != 0) FIXME("Extended PSIZE\n"); break; case D3DDECLUSAGE_COLOR: if (usage_idx == 0) { TRACE("Setting DIFFUSE to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_DIFFUSE] = param; } else { TRACE("Setting SPECULAR to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_SPECULAR] = param; } break; case D3DDECLUSAGE_TEXCOORD: if (usage_idx > 7) { FIXME("Program uses texture coordinate %d but only 0-7 have been " "implemented\n", usage_idx); } else { TRACE("Setting TEXCOORD %d to %d\n", usage_idx, regnum); semantics_map[WINED3DSHADERDECLUSAGE_TEXCOORD0 + usage_idx] = param; } break; case D3DDECLUSAGE_TANGENT: TRACE("Setting TANGENT to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_TANGENT] = param; break; case D3DDECLUSAGE_BINORMAL: TRACE("Setting BINORMAL to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_BINORMAL] = param; break; case D3DDECLUSAGE_TESSFACTOR: TRACE("Setting TESSFACTOR to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_TESSFACTOR] = param; break; case D3DDECLUSAGE_POSITIONT: if (usage_idx == 0) { /* tween data */ FIXME("Setting positiont to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT] = param; } else { FIXME("Setting positiont 2 to %d because usage = %d\n", regnum, usage_idx); semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT2] = param; if (usage_idx != 0) FIXME("Extended positiont\n"); } break; case D3DDECLUSAGE_FOG: TRACE("Setting FOG to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_FOG] = param; break; case D3DDECLUSAGE_DEPTH: TRACE("Setting DEPTH to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_DEPTH] = param; break; case D3DDECLUSAGE_SAMPLE: TRACE("Setting SAMPLE to %d\n", regnum); semantics_map[WINED3DSHADERDECLUSAGE_SAMPLE] = param; break; default: FIXME("Unrecognised dcl %#x", usage); } } /* Note that this does not count the loop register * as an address register. */ void shader_get_registers_used( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, CONST DWORD* pToken) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; if (pToken == NULL) return; reg_maps->temporary = 0; reg_maps->texcoord = 0; reg_maps->address = 0; while (D3DVS_END() != *pToken) { CONST SHADER_OPCODE* curOpcode; DWORD opcode_token; /* Skip version */ if (shader_is_version_token(*pToken)) { ++pToken; continue; /* Skip comments */ } else if (shader_is_comment(*pToken)) { DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; ++pToken; pToken += comment_len; continue; } /* Fetch opcode */ opcode_token = *pToken++; curOpcode = shader_get_opcode(iface, opcode_token); /* Unhandled opcode, and its parameters */ if (NULL == curOpcode) { while (*pToken & 0x80000000) ++pToken; continue; /* Handle declarations */ } else if (D3DSIO_DCL == curOpcode->opcode) { DWORD usage = *pToken++; DWORD param = *pToken++; DWORD regtype = shader_get_regtype(param); if (D3DSPR_INPUT == regtype) { shader_parse_decl_usage(reg_maps->semantics_in, usage, param); } else if (D3DSPR_OUTPUT == regtype) { shader_parse_decl_usage(reg_maps->semantics_out, usage, param); } /* Handle samplers here */ /* Skip definitions (for now) */ } else if (D3DSIO_DEF == curOpcode->opcode) { pToken += curOpcode->num_params; continue; /* Set texture registers, and temporary registers */ } else { int i, limit; /* This will loop over all the registers and try to * make a bitmask of the ones we're interested in. * * Relative addressing tokens are ignored, but that's * okay, since we'll catch any address registers when * they are initialized (required by spec) */ limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)? curOpcode->num_params + 1: curOpcode->num_params; for (i = 0; i < limit; ++i) { DWORD param, addr_token, reg, regtype; pToken += shader_get_param(iface, pToken, ¶m, &addr_token); regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT; reg = param & D3DSP_REGNUM_MASK; if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */ if (shader_is_pshader_version(This->baseShader.hex_version)) reg_maps->texcoord |= (1 << reg); else reg_maps->address |= (1 << reg); } if (D3DSPR_TEMP == regtype) reg_maps->temporary |= (1 << reg); } } } } static void shader_dump_decl_usage( DWORD decl, DWORD param) { DWORD regtype = shader_get_regtype(param); TRACE("dcl_"); if (regtype == D3DSPR_SAMPLER) { DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK; switch (ttype) { case D3DSTT_2D: TRACE("2d"); break; case D3DSTT_CUBE: TRACE("cube"); break; case D3DSTT_VOLUME: TRACE("volume"); break; default: TRACE("unknown_ttype(%08lx)", ttype); } } else { DWORD usage = decl & D3DSP_DCL_USAGE_MASK; DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT; switch(usage) { case D3DDECLUSAGE_POSITION: TRACE("%s%ld", "position", idx); break; case D3DDECLUSAGE_BLENDINDICES: TRACE("%s", "blend"); break; case D3DDECLUSAGE_BLENDWEIGHT: TRACE("%s", "weight"); break; case D3DDECLUSAGE_NORMAL: TRACE("%s%ld", "normal", idx); break; case D3DDECLUSAGE_PSIZE: TRACE("%s", "psize"); break; case D3DDECLUSAGE_COLOR: if(idx == 0) { TRACE("%s", "color"); } else { TRACE("%s%ld", "specular", (idx - 1)); } break; case D3DDECLUSAGE_TEXCOORD: TRACE("%s%ld", "texture", idx); break; case D3DDECLUSAGE_TANGENT: TRACE("%s", "tangent"); break; case D3DDECLUSAGE_BINORMAL: TRACE("%s", "binormal"); break; case D3DDECLUSAGE_TESSFACTOR: TRACE("%s", "tessfactor"); break; case D3DDECLUSAGE_POSITIONT: TRACE("%s%ld", "positionT", idx); break; case D3DDECLUSAGE_FOG: TRACE("%s", "fog"); break; case D3DDECLUSAGE_DEPTH: TRACE("%s", "depth"); break; case D3DDECLUSAGE_SAMPLE: TRACE("%s", "sample"); break; default: FIXME("unknown_semantics(%08lx)", usage); } } } static void shader_dump_arr_entry( IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, unsigned int reg, int input) { char relative = ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE); if (relative) { TRACE("["); if (addr_token) shader_dump_param(iface, addr_token, 0, input); else TRACE("a0.x"); TRACE(" + "); } TRACE("%u", reg); if (relative) TRACE("]"); } void shader_dump_param( IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; char swizzle_reg_chars[4]; DWORD reg = param & D3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); /* There are some minor differences between pixel and vertex shaders */ BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version); /* For one, we'd prefer color components to be shown for pshaders. * FIXME: use the swizzle function for this */ swizzle_reg_chars[0] = pshader? 'r': 'x'; swizzle_reg_chars[1] = pshader? 'g': 'y'; swizzle_reg_chars[2] = pshader? 'b': 'z'; swizzle_reg_chars[3] = pshader? 'a': 'w'; if (input) { if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) ) TRACE("-"); else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP) TRACE("1-"); else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT) TRACE("!"); } switch (regtype) { case D3DSPR_TEMP: TRACE("r%lu", reg); break; case D3DSPR_INPUT: TRACE("v"); shader_dump_arr_entry(iface, param, addr_token, reg, input); break; case D3DSPR_CONST: case D3DSPR_CONST2: case D3DSPR_CONST3: case D3DSPR_CONST4: TRACE("c"); shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input); break; case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */ TRACE("%c%lu", (pshader? 't':'a'), reg); break; case D3DSPR_RASTOUT: TRACE("%s", rastout_reg_names[reg]); break; case D3DSPR_COLOROUT: TRACE("oC%lu", reg); break; case D3DSPR_DEPTHOUT: TRACE("oDepth"); break; case D3DSPR_ATTROUT: TRACE("oD%lu", reg); break; case D3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0 use general purpose output registers * (D3DSPR_OUTPUT), which can include an address token */ if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) { TRACE("o"); shader_dump_arr_entry(iface, param, addr_token, reg, input); } else TRACE("oT%lu", reg); break; case D3DSPR_CONSTINT: TRACE("i"); shader_dump_arr_entry(iface, param, addr_token, reg, input); break; case D3DSPR_CONSTBOOL: TRACE("b"); shader_dump_arr_entry(iface, param, addr_token, reg, input); break; case D3DSPR_LABEL: TRACE("l%lu", reg); break; case D3DSPR_LOOP: TRACE("aL"); break; case D3DSPR_SAMPLER: TRACE("s%lu", reg); break; case D3DSPR_PREDICATE: TRACE("p%lu", reg); break; default: TRACE("unhandled_rtype(%#lx)", regtype); break; } if (!input) { /* operand output (for modifiers and shift, see dump_ins_modifiers) */ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { TRACE("."); if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]); if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]); if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]); if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]); } } else { /** operand input */ DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; DWORD swizzle_r = swizzle & 0x03; DWORD swizzle_g = (swizzle >> 2) & 0x03; DWORD swizzle_b = (swizzle >> 4) & 0x03; DWORD swizzle_a = (swizzle >> 6) & 0x03; if (0 != (param & D3DSP_SRCMOD_MASK)) { DWORD mask = param & D3DSP_SRCMOD_MASK; switch (mask) { case D3DSPSM_NONE: break; case D3DSPSM_NEG: break; case D3DSPSM_NOT: break; case D3DSPSM_BIAS: TRACE("_bias"); break; case D3DSPSM_BIASNEG: TRACE("_bias"); break; case D3DSPSM_SIGN: TRACE("_bx2"); break; case D3DSPSM_SIGNNEG: TRACE("_bx2"); break; case D3DSPSM_COMP: break; case D3DSPSM_X2: TRACE("_x2"); break; case D3DSPSM_X2NEG: TRACE("_x2"); break; case D3DSPSM_DZ: TRACE("_dz"); break; case D3DSPSM_DW: TRACE("_dw"); break; default: TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT); } } /** * swizzle bits fields: * RRGGBBAA */ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (swizzle_r == swizzle_g && swizzle_r == swizzle_b && swizzle_r == swizzle_a) { TRACE(".%c", swizzle_reg_chars[swizzle_r]); } else { TRACE(".%c%c%c%c", swizzle_reg_chars[swizzle_r], swizzle_reg_chars[swizzle_g], swizzle_reg_chars[swizzle_b], swizzle_reg_chars[swizzle_a]); } } } } /** Generate the variable & register declarations for the ARB_vertex_program output target */ void generate_arb_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; DWORD i; for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary & (1 << i)) shader_addline(buffer, "TEMP R%lu;\n", i); } for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address & (1 << i)) shader_addline(buffer, "ADDRESS A%ld;\n", i); } for(i = 0; i < This->baseShader.limits.texture; i++) { if (reg_maps->texcoord & (1 << i)) shader_addline(buffer,"TEMP T%lu;\n", i); } /* Texture coordinate registers must be pre-loaded */ for (i = 0; i < This->baseShader.limits.texture; i++) { if (reg_maps->texcoord & (1 << i)) shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i); } /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", This->baseShader.limits.constant_float, This->baseShader.limits.constant_float - 1); } /** Generate the variable & register declarations for the GLSL output target */ void generate_glsl_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; int i; FIXME("GLSL not fully implemented yet.\n"); /* Declare the constants (aka uniforms) */ shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); /* Declare texture samplers * TODO: Make this work for textures other than 2D */ for (i = 0; i < This->baseShader.limits.texture; i++) { shader_addline(buffer, "uniform sampler2D mytex%lu;\n", i); } /* Declare address variables */ for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address & (1 << i)) shader_addline(buffer, "ivec4 A%ld;\n", i); } /* Declare texture temporaries */ for (i = 0; i < This->baseShader.limits.texture; i++) { shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i); } /* Declare temporary variables */ for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary & (1 << i)) shader_addline(buffer, "vec4 R%lu;\n", i); } /* Declare all named attributes (TODO: Add this to the reg_maps * and only declare those that are needed) */ for (i = 0; i < This->baseShader.limits.attributes; i++) { shader_addline(buffer, "attribute vec4 attrib%i;\n", i); } /* Temporary variables for matrix operations */ shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); /* Start the main program */ shader_addline(buffer, "void main() {\n"); } /** Shared code in order to generate the bulk of the shader string. Use the shader_header_fct & shader_footer_fct to add strings that are specific to pixel or vertex functions NOTE: A description of how to parse tokens can be found at: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */ void shader_generate_main( IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, shader_reg_maps* reg_maps, CONST DWORD* pFunction) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; const DWORD *pToken = pFunction; const SHADER_OPCODE *curOpcode = NULL; SHADER_HANDLER hw_fct = NULL; DWORD opcode_token; DWORD i; SHADER_OPCODE_ARG hw_arg; /* Initialize current parsing state */ hw_arg.shader = iface; hw_arg.buffer = buffer; hw_arg.reg_maps = reg_maps; This->baseShader.parse_state.current_row = 0; /* Pre-declare registers */ if (wined3d_settings.shader_mode == SHADER_GLSL) { generate_glsl_declarations(iface, reg_maps, buffer); } else { generate_arb_declarations(iface, reg_maps, buffer); } /* Second pass, process opcodes */ if (NULL != pToken) { while (D3DPS_END() != *pToken) { /* Skip version token */ if (shader_is_version_token(*pToken)) { ++pToken; continue; } /* Skip comment tokens */ if (shader_is_comment(*pToken)) { DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; ++pToken; TRACE("#%s\n", (char*)pToken); pToken += comment_len; continue; } /* Read opcode */ opcode_token = *pToken++; curOpcode = shader_get_opcode(iface, opcode_token); hw_fct = (curOpcode == NULL)? NULL: (wined3d_settings.shader_mode == SHADER_GLSL)? curOpcode->hw_glsl_fct : curOpcode->hw_fct; /* Unknown opcode and its parameters */ if (NULL == curOpcode) { FIXME("Unrecognized opcode: token=%08lX\n", opcode_token); pToken += shader_skip_unrecognized(iface, pToken); /* Nothing to do */ } else if (D3DSIO_DCL == curOpcode->opcode || D3DSIO_NOP == curOpcode->opcode) { pToken += shader_skip_opcode(This, curOpcode, opcode_token); /* If a generator function is set for current shader target, use it */ } else if (hw_fct != NULL) { hw_arg.opcode = curOpcode; if (curOpcode->num_params > 0) { DWORD param, addr_token = 0; pToken += shader_get_param(iface, pToken, ¶m, &addr_token); hw_arg.dst = param; hw_arg.dst_addr = addr_token; if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++; for (i = 1; i < curOpcode->num_params; i++) { /* DEF* instructions have constant src parameters, not registers */ if (curOpcode->opcode == D3DSIO_DEF || curOpcode->opcode == D3DSIO_DEFI || curOpcode->opcode == D3DSIO_DEFB) { param = *pToken++; } else pToken += shader_get_param(iface, pToken, ¶m, &addr_token); hw_arg.src[i-1] = param; hw_arg.src_addr[i-1] = addr_token; } } /* Call appropriate function for output target */ hw_fct(&hw_arg); /* Unhandled opcode */ } else { FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); pToken += shader_skip_opcode(This, curOpcode, opcode_token); } } /* TODO: What about result.depth? */ } } void shader_dump_ins_modifiers(const DWORD output) { DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; DWORD mmask = output & D3DSP_DSTMOD_MASK; switch (shift) { case 0: break; case 13: TRACE("_d8"); break; case 14: TRACE("_d4"); break; case 15: TRACE("_d2"); break; case 1: TRACE("_x2"); break; case 2: TRACE("_x4"); break; case 3: TRACE("_x8"); break; default: TRACE("_unhandled_shift(%ld)", shift); break; } if (mmask & D3DSPDM_SATURATE) TRACE("_sat"); if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp"); if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid"); mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID); if (mmask) FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT); } /** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4 * float constant, and stores it's usage on the regmaps. */ void shader_hw_def(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; shader_addline(arg->buffer, "PARAM C%lu = { %f, %f, %f, %f };\n", reg, *((const float *)(arg->src + 0)), *((const float *)(arg->src + 1)), *((const float *)(arg->src + 2)), *((const float *)(arg->src + 3)) ); arg->reg_maps->constantsF[reg] = 1; } /* First pass: trace shader, initialize length and version */ void shader_trace_init( IWineD3DBaseShader *iface, const DWORD* pFunction) { IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface; const DWORD* pToken = pFunction; const SHADER_OPCODE* curOpcode = NULL; DWORD opcode_token; unsigned int len = 0; DWORD i; TRACE("(%p) : Parsing programme\n", This); if (NULL != pToken) { while (D3DVS_END() != *pToken) { if (shader_is_version_token(*pToken)) { /** version */ This->baseShader.hex_version = *pToken; TRACE("%s_%lu_%lu\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs", D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version), D3DSHADER_VERSION_MINOR(This->baseShader.hex_version)); ++pToken; ++len; continue; } if (shader_is_comment(*pToken)) { /** comment */ DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; ++pToken; TRACE("//%s\n", (char*)pToken); pToken += comment_len; len += comment_len + 1; continue; } opcode_token = *pToken++; curOpcode = shader_get_opcode(iface, opcode_token); len++; if (NULL == curOpcode) { int tokens_read; FIXME("Unrecognized opcode: token=%08lX\n", opcode_token); tokens_read = shader_skip_unrecognized(iface, pToken); pToken += tokens_read; len += tokens_read; } else { if (curOpcode->opcode == D3DSIO_DCL) { DWORD usage = *pToken; DWORD param = *(pToken + 1); shader_dump_decl_usage(usage, param); shader_dump_ins_modifiers(param); TRACE(" "); shader_dump_param(iface, param, 0, 0); pToken += 2; len += 2; } else if (curOpcode->opcode == D3DSIO_DEF) { unsigned int offset = shader_get_float_offset(*pToken); TRACE("def c%u = %f, %f, %f, %f", offset, *(float *)(pToken + 1), *(float *)(pToken + 2), *(float *)(pToken + 3), *(float *)(pToken + 4)); pToken += 5; len += 5; } else if (curOpcode->opcode == D3DSIO_DEFI) { TRACE("defi i%lu = %ld, %ld, %ld, %ld", *pToken & D3DSP_REGNUM_MASK, (long) *(pToken + 1), (long) *(pToken + 2), (long) *(pToken + 3), (long) *(pToken + 4)); pToken += 5; len += 5; } else if (curOpcode->opcode == D3DSIO_DEFB) { TRACE("defb b%lu = %s", *pToken & D3DSP_REGNUM_MASK, *(pToken + 1)? "true": "false"); pToken += 2; len += 2; } else { DWORD param, addr_token; int tokens_read; /* Print out predication source token first - it follows * the destination token. */ if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) { TRACE("("); shader_dump_param(iface, *(pToken + 2), 0, 1); TRACE(") "); } TRACE("%s", curOpcode->name); if (curOpcode->num_params > 0) { /* Destination token */ tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token); pToken += tokens_read; len += tokens_read; shader_dump_ins_modifiers(param); TRACE(" "); shader_dump_param(iface, param, addr_token, 0); /* Predication token - already printed out, just skip it */ if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) { pToken++; len++; } /* Other source tokens */ for (i = 1; i < curOpcode->num_params; ++i) { tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token); pToken += tokens_read; len += tokens_read; TRACE(", "); shader_dump_param(iface, param, addr_token, 1); } } } TRACE("\n"); } } This->baseShader.functionLength = (len + 1) * sizeof(DWORD); } else { This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */ } } /* TODO: Move other shared code here */