/* * Direct3D bytecode output functions * * 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" WINE_DEFAULT_DEBUG_CHANNEL(asmshader); /**************************************************************** * General assembler shader construction helper routines follow * ****************************************************************/ /* struct instruction *alloc_instr * * Allocates a new instruction structure with srcs registers * * Parameters: * srcs: Number of source registers to allocate * * Returns: * A pointer to the allocated instruction structure * NULL in case of an allocation failure */ struct instruction *alloc_instr(unsigned int srcs) { struct instruction *ret = asm_alloc(sizeof(*ret)); if(!ret) { ERR("Failed to allocate memory for an instruction structure\n"); return NULL; } if(srcs) { ret->src = asm_alloc(srcs * sizeof(*ret->src)); if(!ret->src) { ERR("Failed to allocate memory for instruction registers\n"); asm_free(ret); return NULL; } ret->num_srcs = srcs; } return ret; } /* void add_instruction * * Adds a new instruction to the shader's instructions array and grows the instruction array * if needed. * * The function does NOT copy the instruction structure. Make sure not to release the * instruction or any of its substructures like registers. * * Parameters: * shader: Shader to add the instruction to * instr: Instruction to add to the shader */ BOOL add_instruction(struct bwriter_shader *shader, struct instruction *instr) { struct instruction **new_instructions; if(!shader) return FALSE; if(shader->instr_alloc_size == 0) { shader->instr = asm_alloc(sizeof(*shader->instr) * INSTRARRAY_INITIAL_SIZE); if(!shader->instr) { ERR("Failed to allocate the shader instruction array\n"); return FALSE; } shader->instr_alloc_size = INSTRARRAY_INITIAL_SIZE; } else if(shader->instr_alloc_size == shader->num_instrs) { new_instructions = asm_realloc(shader->instr, sizeof(*shader->instr) * (shader->instr_alloc_size) * 2); if(!new_instructions) { ERR("Failed to grow the shader instruction array\n"); return FALSE; } shader->instr = new_instructions; shader->instr_alloc_size = shader->instr_alloc_size * 2; } else if(shader->num_instrs > shader->instr_alloc_size) { ERR("More instructions than allocated. This should not happen\n"); return FALSE; } shader->instr[shader->num_instrs] = instr; shader->num_instrs++; return TRUE; } /* shader bytecode buffer manipulation functions. * allocate_buffer creates a new buffer structure, put_dword adds a new * DWORD to the buffer. In the rare case of a memory allocation failure * when trying to grow the buffer a flag is set in the buffer to mark it * invalid. This avoids return value checking and passing in many places */ static struct bytecode_buffer *allocate_buffer(void) { struct bytecode_buffer *ret; ret = asm_alloc(sizeof(*ret)); if(!ret) return NULL; ret->alloc_size = BYTECODEBUFFER_INITIAL_SIZE; ret->data = asm_alloc(sizeof(DWORD) * ret->alloc_size); if(!ret->data) { asm_free(ret); return NULL; } ret->state = S_OK; return ret; } static void put_dword(struct bytecode_buffer *buffer, DWORD value) { if(FAILED(buffer->state)) return; if(buffer->alloc_size == buffer->size) { DWORD *newarray; buffer->alloc_size *= 2; newarray = asm_realloc(buffer->data, sizeof(DWORD) * buffer->alloc_size); if(!newarray) { ERR("Failed to grow the buffer data memory\n"); buffer->state = E_OUTOFMEMORY; return; } buffer->data = newarray; } buffer->data[buffer->size++] = value; } /****************************************************** * Implementation of the writer functions starts here * ******************************************************/ static void end(struct bc_writer *This, const struct bwriter_shader *shader, struct bytecode_buffer *buffer) { put_dword(buffer, D3DSIO_END); } static void write_srcregs(struct bc_writer *This, const struct instruction *instr, struct bytecode_buffer *buffer){ unsigned int i; if(instr->has_predicate){ This->funcs->srcreg(This, &instr->predicate, buffer); } for(i = 0; i < instr->num_srcs; i++){ This->funcs->srcreg(This, &instr->src[i], buffer); } } /* The length of an instruction consists of the destination register (if any), * the number of source registers, the number of address registers used for * indirect addressing, and optionally the predicate register */ static DWORD instrlen(const struct instruction *instr, unsigned int srcs, unsigned int dsts) { unsigned int i; DWORD ret = srcs + dsts + (instr->has_predicate ? 1 : 0); if(dsts){ if(instr->dst.rel_reg) ret++; } for(i = 0; i < srcs; i++) { if(instr->src[i].rel_reg) ret++; } return ret; } static void instr_handler(struct bc_writer *This, const struct instruction *instr, struct bytecode_buffer *buffer) { DWORD token = d3d9_opcode(instr->opcode); TRACE("token: %x\n", token); This->funcs->opcode(This, instr, token, buffer); if(instr->has_dst) This->funcs->dstreg(This, &instr->dst, buffer, instr->shift, instr->dstmod); write_srcregs(This, instr, buffer); } static void sm_2_opcode(struct bc_writer *This, const struct instruction *instr, DWORD token, struct bytecode_buffer *buffer) { /* From sm 2 onwards instruction length is encoded in the opcode field */ int dsts = instr->has_dst ? 1 : 0; token |= instrlen(instr, instr->num_srcs, dsts) << D3DSI_INSTLENGTH_SHIFT; put_dword(buffer,token); } static void sm_3_header(struct bc_writer *This, const struct bwriter_shader *shader, struct bytecode_buffer *buffer) { /* Declare the shader type and version */ put_dword(buffer, This->version); return; } static void sm_3_srcreg(struct bc_writer *This, const struct shader_reg *reg, struct bytecode_buffer *buffer) { DWORD token = (1 << 31); /* Bit 31 of registers is 1 */ DWORD d3d9reg; d3d9reg = d3d9_register(reg->type); token |= (d3d9reg << D3DSP_REGTYPE_SHIFT) & D3DSP_REGTYPE_MASK; token |= (d3d9reg << D3DSP_REGTYPE_SHIFT2) & D3DSP_REGTYPE_MASK2; token |= reg->regnum & D3DSP_REGNUM_MASK; token |= d3d9_swizzle(reg->swizzle) & D3DVS_SWIZZLE_MASK; token |= d3d9_srcmod(reg->srcmod); put_dword(buffer, token); } static void sm_3_dstreg(struct bc_writer *This, const struct shader_reg *reg, struct bytecode_buffer *buffer, DWORD shift, DWORD mod) { DWORD token = (1 << 31); /* Bit 31 of registers is 1 */ DWORD d3d9reg; d3d9reg = d3d9_register(reg->type); token |= (d3d9reg << D3DSP_REGTYPE_SHIFT) & D3DSP_REGTYPE_MASK; token |= (d3d9reg << D3DSP_REGTYPE_SHIFT2) & D3DSP_REGTYPE_MASK2; token |= reg->regnum & D3DSP_REGNUM_MASK; /* No shift */ token |= d3d9_dstmod(mod); token |= d3d9_writemask(reg->writemask); put_dword(buffer, token); } static const struct instr_handler_table vs_3_handlers[] = { {BWRITERSIO_MOV, instr_handler}, {BWRITERSIO_END, NULL}, }; static const struct bytecode_backend vs_3_backend = { sm_3_header, end, sm_3_srcreg, sm_3_dstreg, sm_2_opcode, vs_3_handlers }; static void init_vs30_dx9_writer(struct bc_writer *writer) { TRACE("Creating DirectX9 vertex shader 3.0 writer\n"); writer->funcs = &vs_3_backend; } static struct bc_writer *create_writer(DWORD version, DWORD dxversion) { struct bc_writer *ret = asm_alloc(sizeof(*ret)); if(!ret) { WARN("Failed to allocate a bytecode writer instance\n"); return NULL; } switch(version) { case BWRITERVS_VERSION(1, 0): if(dxversion != 9) { WARN("Unsupported dxversion for vertex shader 1.0 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERVS_VERSION(1, 1): if(dxversion != 9) { WARN("Unsupported dxversion for vertex shader 1.1 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERVS_VERSION(2, 0): if(dxversion != 9) { WARN("Unsupported dxversion for vertex shader 2.0 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERVS_VERSION(2, 1): if(dxversion != 9) { WARN("Unsupported dxversion for vertex shader 2.x requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERVS_VERSION(3, 0): if(dxversion != 9) { WARN("Unsupported dxversion for vertex shader 3.0 requested: %u\n", dxversion); goto fail; } init_vs30_dx9_writer(ret); break; case BWRITERPS_VERSION(1, 0): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 1.0 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(1, 1): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 1.1 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(1, 2): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 1.2 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(1, 3): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 1.3 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(1, 4): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 1.4 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(2, 0): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 2.0 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(2, 1): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 2.x requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; case BWRITERPS_VERSION(3, 0): if(dxversion != 9) { WARN("Unsupported dxversion for pixel shader 3.0 requested: %u\n", dxversion); goto fail; } /* TODO: Set the appropriate writer backend */ break; default: WARN("Unexpected shader version requested: %08x\n", version); goto fail; } ret->version = version; return ret; fail: asm_free(ret); return NULL; } static HRESULT call_instr_handler(struct bc_writer *writer, const struct instruction *instr, struct bytecode_buffer *buffer) { DWORD i=0; while(writer->funcs->instructions[i].opcode != BWRITERSIO_END) { if(instr->opcode == writer->funcs->instructions[i].opcode) { if(!writer->funcs->instructions[i].func) { WARN("Opcode %u not supported by this profile\n", instr->opcode); return E_INVALIDARG; } writer->funcs->instructions[i].func(writer, instr, buffer); return S_OK; } i++; } FIXME("Unhandled instruction %u\n", instr->opcode); return E_INVALIDARG; } /* SlWriteBytecode (wineshader.@) * * Writes shader version specific bytecode from the shader passed in. * The returned bytecode can be passed to the Direct3D runtime like * IDirect3DDevice9::Create*Shader. * * Parameters: * shader: Shader to translate into bytecode * version: Shader version to generate(d3d version token) * dxversion: DirectX version the code targets * result: the resulting shader bytecode * * Return values: * S_OK on success */ DWORD SlWriteBytecode(const struct bwriter_shader *shader, int dxversion, DWORD **result) { struct bc_writer *writer; struct bytecode_buffer *buffer = NULL; HRESULT hr; unsigned int i; if(!shader){ ERR("NULL shader structure, aborting\n"); return E_FAIL; } writer = create_writer(shader->version, dxversion); *result = NULL; if(!writer) { WARN("Could not create a bytecode writer instance. Either unsupported version\n"); WARN("or out of memory\n"); hr = E_FAIL; goto error; } buffer = allocate_buffer(); if(!buffer) { WARN("Failed to allocate a buffer for the shader bytecode\n"); hr = E_FAIL; goto error; } writer->funcs->header(writer, shader, buffer); if(FAILED(writer->state)) { hr = writer->state; goto error; } for(i = 0; i < shader->num_instrs; i++) { hr = call_instr_handler(writer, shader->instr[i], buffer); if(FAILED(hr)) { goto error; } } if(FAILED(writer->state)) { hr = writer->state; goto error; } writer->funcs->end(writer, shader, buffer); if(FAILED(buffer->state)) { hr = buffer->state; goto error; } /* Cut off unneeded memory from the result buffer */ *result = asm_realloc(buffer->data, sizeof(DWORD) * buffer->size); if(!*result) { *result = buffer->data; } buffer->data = NULL; hr = S_OK; error: if(buffer) { asm_free(buffer->data); asm_free(buffer); } asm_free(writer); return hr; } void SlDeleteShader(struct bwriter_shader *shader) { unsigned int i, j; TRACE("Deleting shader %p\n", shader); for(i = 0; i < shader->num_cf; i++) { asm_free(shader->constF[i]); } asm_free(shader->constF); for(i = 0; i < shader->num_ci; i++) { asm_free(shader->constI[i]); } asm_free(shader->constI); for(i = 0; i < shader->num_cb; i++) { asm_free(shader->constB[i]); } asm_free(shader->constB); asm_free(shader->inputs); asm_free(shader->outputs); asm_free(shader->samplers); for(i = 0; i < shader->num_instrs; i++) { for(j = 0; j < shader->instr[i]->num_srcs; j++) { asm_free(shader->instr[i]->src[j].rel_reg); } asm_free(shader->instr[i]->src); asm_free(shader->instr[i]); } asm_free(shader->instr); asm_free(shader); }