/* * shaders implementation * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2005 Oliver Stieber * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 0xFFFF0000 == (token & 0xFFFF0000) || 0xFFFE0000 == (token & 0xFFFF0000); } inline static BOOL shader_is_comment_token(DWORD token) { return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); } 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 version = This->baseShader.version; 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 version %ld\n", code, code, code & D3DSI_OPCODE_MASK, version); return NULL; } /* Note: For vertex shaders, * texUsed = addrUsed, and * D3DSPR_TEXTURE = D3DSPR_ADDR. * * Also note that this does not count the loop register * as an address register. */ void shader_get_registers_used( IWineD3DBaseShader *iface, CONST DWORD* pToken) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; DWORD* tempsUsed = &This->baseShader.temps_used; DWORD* texUsed = &This->baseShader.textures_used; if (pToken == NULL) return; *tempsUsed = 0; *texUsed = 0; while (D3DVS_END() != *pToken) { CONST SHADER_OPCODE* curOpcode; /* Skip version */ if (shader_is_version_token(*pToken)) { ++pToken; continue; /* Skip comments */ } else if (shader_is_comment_token(*pToken)) { DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; ++pToken; pToken += comment_len; continue; } /* Fetch opcode */ curOpcode = shader_get_opcode(iface, *pToken); ++pToken; /* Unhandled opcode, and its parameters */ if (NULL == curOpcode) { while (*pToken & 0x80000000) ++pToken; continue; /* Skip declarations (for now) */ } else if (D3DSIO_DCL == curOpcode->opcode) { pToken += curOpcode->num_params; continue; /* Skip definitions (for now) */ } else if (D3DSIO_DEF == curOpcode->opcode) { pToken += curOpcode->num_params; continue; /* Set texture registers, and temporary registers */ } else { int i; for (i = 0; i < curOpcode->num_params; ++i) { DWORD regtype = (((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); DWORD reg = (*pToken) & D3DSP_REGNUM_MASK; if (D3DSPR_TEXTURE == regtype) *texUsed |= (1 << reg); if (D3DSPR_TEMP == regtype) *tempsUsed |= (1 << reg); ++pToken; } } } } void shader_program_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); } } } /** 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 generate_base_shader( IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, CONST DWORD* pFunction) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; const DWORD *pToken = pFunction; const SHADER_OPCODE *curOpcode = NULL; DWORD i; /* Initialize current parsing state */ This->baseShader.parse_state.current_row = 0; /* First pass: figure out which temporary and texture registers are used */ shader_get_registers_used(iface, pToken); TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n", This->baseShader.textures_used, This->baseShader.temps_used); /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB */ /* Pre-declare registers */ for(i = 0; i < This->baseShader.limits.temporary; i++) { if (This->baseShader.temps_used & (1 << i)) shader_addline(buffer, "TEMP R%lu;\n", i); } for (i = 0; i < This->baseShader.limits.address; i++) { if (This->baseShader.textures_used & (1 << i)) shader_addline(buffer, "ADDRESS A%ld;\n", i); } for(i = 0; i < This->baseShader.limits.texture; i++) { if (This->baseShader.textures_used & (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 (This->baseShader.textures_used & (1 << i)) shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i); } /* 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_token(*pToken)) { DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; ++pToken; TRACE("#%s\n", (char*)pToken); pToken += comment_len; continue; } /* Read opcode */ curOpcode = shader_get_opcode(iface, *pToken); ++pToken; /* Unknown opcode and its parameters */ if (NULL == curOpcode) { while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */ FIXME("unrecognized opcode: %08lx\n", *pToken); ++pToken; } /* Unhandled opcode */ } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) { FIXME("Token %s requires greater functionality than " "Vertex or Fragment_Program_ARB supports\n", curOpcode->name); pToken += curOpcode->num_params; /* If a generator function is set, use it */ } else if (curOpcode->hw_fct != NULL) { SHADER_OPCODE_ARG hw_arg; hw_arg.shader = iface; hw_arg.opcode = curOpcode; hw_arg.buffer = buffer; if (curOpcode->num_params > 0) { hw_arg.dst = *pToken; /* FIXME: this does not account for relative address tokens */ for (i = 1; i < curOpcode->num_params; i++) hw_arg.src[i-1] = *(pToken + i); } curOpcode->hw_fct(&hw_arg); pToken += curOpcode->num_params; } else { TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n", curOpcode->name, curOpcode->glname, curOpcode->num_params); /* Unless we encounter a no-op command, this opcode is unrecognized */ if (curOpcode->opcode != D3DSIO_NOP) { FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); pToken += curOpcode->num_params; } } } /* TODO: What about result.depth? */ } } /* TODO: Move other shared code here */