/* * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); /* DCL usage masks */ #define WINED3D_SM1_DCL_USAGE_SHIFT 0 #define WINED3D_SM1_DCL_USAGE_MASK (0xfu << WINED3D_SM1_DCL_USAGE_SHIFT) #define WINED3D_SM1_DCL_USAGE_INDEX_SHIFT 16 #define WINED3D_SM1_DCL_USAGE_INDEX_MASK (0xfu << WINED3D_SM1_DCL_USAGE_INDEX_SHIFT) /* DCL sampler type */ #define WINED3D_SM1_RESOURCE_TYPE_SHIFT 27 #define WINED3D_SM1_RESOURCE_TYPE_MASK (0xfu << WINED3D_SM1_RESOURCE_TYPE_SHIFT) /* Opcode-related masks */ #define WINED3D_SM1_OPCODE_MASK 0x0000ffff #define WINED3D_SM1_INSTRUCTION_FLAGS_SHIFT 16 #define WINED3D_SM1_INSTRUCTION_FLAGS_MASK (0xffu << WINED3D_SM1_INSTRUCTION_FLAGS_SHIFT) #define WINED3D_SM1_INSTRUCTION_LENGTH_SHIFT 24 #define WINED3D_SM1_INSTRUCTION_LENGTH_MASK (0xfu << WINED3D_SM1_INSTRUCTION_LENGTH_SHIFT) #define WINED3D_SM1_COISSUE (0x1u << 30) #define WINED3D_SM1_COMMENT_SIZE_SHIFT 16 #define WINED3D_SM1_COMMENT_SIZE_MASK (0x7fffu << WINED3D_SM1_COMMENT_SIZE_SHIFT) #define WINED3D_SM1_INSTRUCTION_PREDICATED (0x1u << 28) /* Register number mask */ #define WINED3D_SM1_REGISTER_NUMBER_MASK 0x000007ff /* Register type masks */ #define WINED3D_SM1_REGISTER_TYPE_SHIFT 28 #define WINED3D_SM1_REGISTER_TYPE_MASK (0x7u << WINED3D_SM1_REGISTER_TYPE_SHIFT) #define WINED3D_SM1_REGISTER_TYPE_SHIFT2 8 #define WINED3D_SM1_REGISTER_TYPE_MASK2 (0x18u << WINED3D_SM1_REGISTER_TYPE_SHIFT2) /* Relative addressing mask */ #define WINED3D_SM1_ADDRESS_MODE_SHIFT 13 #define WINED3D_SM1_ADDRESS_MODE_MASK (0x1u << WINED3D_SM1_ADDRESS_MODE_SHIFT) /* Destination modifier mask */ #define WINED3D_SM1_DST_MODIFIER_SHIFT 20 #define WINED3D_SM1_DST_MODIFIER_MASK (0xfu << WINED3D_SM1_DST_MODIFIER_SHIFT) /* Destination shift mask */ #define WINED3D_SM1_DSTSHIFT_SHIFT 24 #define WINED3D_SM1_DSTSHIFT_MASK (0xfu << WINED3D_SM1_DSTSHIFT_SHIFT) /* Write mask */ #define WINED3D_SM1_WRITEMASK_SHIFT 16 #define WINED3D_SM1_WRITEMASK_MASK (0xfu << WINED3D_SM1_WRITEMASK_SHIFT) /* Swizzle mask */ #define WINED3D_SM1_SWIZZLE_SHIFT 16 #define WINED3D_SM1_SWIZZLE_MASK (0xffu << WINED3D_SM1_SWIZZLE_SHIFT) /* Source modifier mask */ #define WINED3D_SM1_SRC_MODIFIER_SHIFT 24 #define WINED3D_SM1_SRC_MODIFIER_MASK (0xfu << WINED3D_SM1_SRC_MODIFIER_SHIFT) #define WINED3D_SM1_END 0x0000ffff #define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff) #define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff) enum wined3d_sm1_address_mode_type { WINED3D_SM1_ADDRESS_MODE_ABSOLUTE = 0u << WINED3D_SM1_ADDRESS_MODE_SHIFT, WINED3D_SM1_ADDRESS_MODE_RELATIVE = 1u << WINED3D_SM1_ADDRESS_MODE_SHIFT, }; enum wined3d_sm1_resource_type { WINED3D_SM1_RESOURCE_UNKNOWN = 0x0, WINED3D_SM1_RESOURCE_TEXTURE_1D = 0x1, WINED3D_SM1_RESOURCE_TEXTURE_2D = 0x2, WINED3D_SM1_RESOURCE_TEXTURE_CUBE = 0x3, WINED3D_SM1_RESOURCE_TEXTURE_3D = 0x4, }; enum wined3d_sm1_opcode { WINED3D_SM1_OP_NOP = 0x00, WINED3D_SM1_OP_MOV = 0x01, WINED3D_SM1_OP_ADD = 0x02, WINED3D_SM1_OP_SUB = 0x03, WINED3D_SM1_OP_MAD = 0x04, WINED3D_SM1_OP_MUL = 0x05, WINED3D_SM1_OP_RCP = 0x06, WINED3D_SM1_OP_RSQ = 0x07, WINED3D_SM1_OP_DP3 = 0x08, WINED3D_SM1_OP_DP4 = 0x09, WINED3D_SM1_OP_MIN = 0x0a, WINED3D_SM1_OP_MAX = 0x0b, WINED3D_SM1_OP_SLT = 0x0c, WINED3D_SM1_OP_SGE = 0x0d, WINED3D_SM1_OP_EXP = 0x0e, WINED3D_SM1_OP_LOG = 0x0f, WINED3D_SM1_OP_LIT = 0x10, WINED3D_SM1_OP_DST = 0x11, WINED3D_SM1_OP_LRP = 0x12, WINED3D_SM1_OP_FRC = 0x13, WINED3D_SM1_OP_M4x4 = 0x14, WINED3D_SM1_OP_M4x3 = 0x15, WINED3D_SM1_OP_M3x4 = 0x16, WINED3D_SM1_OP_M3x3 = 0x17, WINED3D_SM1_OP_M3x2 = 0x18, WINED3D_SM1_OP_CALL = 0x19, WINED3D_SM1_OP_CALLNZ = 0x1a, WINED3D_SM1_OP_LOOP = 0x1b, WINED3D_SM1_OP_RET = 0x1c, WINED3D_SM1_OP_ENDLOOP = 0x1d, WINED3D_SM1_OP_LABEL = 0x1e, WINED3D_SM1_OP_DCL = 0x1f, WINED3D_SM1_OP_POW = 0x20, WINED3D_SM1_OP_CRS = 0x21, WINED3D_SM1_OP_SGN = 0x22, WINED3D_SM1_OP_ABS = 0x23, WINED3D_SM1_OP_NRM = 0x24, WINED3D_SM1_OP_SINCOS = 0x25, WINED3D_SM1_OP_REP = 0x26, WINED3D_SM1_OP_ENDREP = 0x27, WINED3D_SM1_OP_IF = 0x28, WINED3D_SM1_OP_IFC = 0x29, WINED3D_SM1_OP_ELSE = 0x2a, WINED3D_SM1_OP_ENDIF = 0x2b, WINED3D_SM1_OP_BREAK = 0x2c, WINED3D_SM1_OP_BREAKC = 0x2d, WINED3D_SM1_OP_MOVA = 0x2e, WINED3D_SM1_OP_DEFB = 0x2f, WINED3D_SM1_OP_DEFI = 0x30, WINED3D_SM1_OP_TEXCOORD = 0x40, WINED3D_SM1_OP_TEXKILL = 0x41, WINED3D_SM1_OP_TEX = 0x42, WINED3D_SM1_OP_TEXBEM = 0x43, WINED3D_SM1_OP_TEXBEML = 0x44, WINED3D_SM1_OP_TEXREG2AR = 0x45, WINED3D_SM1_OP_TEXREG2GB = 0x46, WINED3D_SM1_OP_TEXM3x2PAD = 0x47, WINED3D_SM1_OP_TEXM3x2TEX = 0x48, WINED3D_SM1_OP_TEXM3x3PAD = 0x49, WINED3D_SM1_OP_TEXM3x3TEX = 0x4a, WINED3D_SM1_OP_TEXM3x3DIFF = 0x4b, WINED3D_SM1_OP_TEXM3x3SPEC = 0x4c, WINED3D_SM1_OP_TEXM3x3VSPEC = 0x4d, WINED3D_SM1_OP_EXPP = 0x4e, WINED3D_SM1_OP_LOGP = 0x4f, WINED3D_SM1_OP_CND = 0x50, WINED3D_SM1_OP_DEF = 0x51, WINED3D_SM1_OP_TEXREG2RGB = 0x52, WINED3D_SM1_OP_TEXDP3TEX = 0x53, WINED3D_SM1_OP_TEXM3x2DEPTH = 0x54, WINED3D_SM1_OP_TEXDP3 = 0x55, WINED3D_SM1_OP_TEXM3x3 = 0x56, WINED3D_SM1_OP_TEXDEPTH = 0x57, WINED3D_SM1_OP_CMP = 0x58, WINED3D_SM1_OP_BEM = 0x59, WINED3D_SM1_OP_DP2ADD = 0x5a, WINED3D_SM1_OP_DSX = 0x5b, WINED3D_SM1_OP_DSY = 0x5c, WINED3D_SM1_OP_TEXLDD = 0x5d, WINED3D_SM1_OP_SETP = 0x5e, WINED3D_SM1_OP_TEXLDL = 0x5f, WINED3D_SM1_OP_BREAKP = 0x60, WINED3D_SM1_OP_PHASE = 0xfffd, WINED3D_SM1_OP_COMMENT = 0xfffe, WINED3D_SM1_OP_END = 0Xffff, }; struct wined3d_sm1_opcode_info { enum wined3d_sm1_opcode opcode; UINT dst_count; UINT param_count; enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; DWORD min_version; DWORD max_version; }; struct wined3d_sm1_data { struct wined3d_shader_version shader_version; const struct wined3d_sm1_opcode_info *opcode_table; struct wined3d_shader_src_param src_rel_addr[4]; struct wined3d_shader_src_param pred_rel_addr; struct wined3d_shader_src_param dst_rel_addr; struct wined3d_shader_src_param src_param[4]; struct wined3d_shader_src_param pred_param; struct wined3d_shader_dst_param dst_param; }; /* This table is not order or position dependent. */ static const struct wined3d_sm1_opcode_info vs_opcode_table[] = { /* Arithmetic */ {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 }, {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 }, {WINED3D_SM1_OP_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 }, {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 }, {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 }, {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 }, {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 }, {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 }, {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 }, {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 }, {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 }, {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 }, {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 }, {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 }, {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 }, {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 }, {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 }, {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 }, {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 }, {WINED3D_SM1_OP_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 }, {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 }, {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 }, {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 }, {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 }, {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 }, {WINED3D_SM1_OP_SGN, 1, 4, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, {WINED3D_SM1_OP_SGN, 1, 2, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(3,0), -1 }, {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 }, {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 }, /* Matrix */ {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 }, {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 }, {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 }, {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 }, {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 }, /* Declare registers */ {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 }, /* Constant definitions */ {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 }, {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 }, {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 }, /* Flow control */ {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 }, {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 }, {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 }, {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 }, }; static const struct wined3d_sm1_opcode_info ps_opcode_table[] = { /* Arithmetic */ {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 }, {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 }, {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 }, {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 }, {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 }, {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 }, {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 }, {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 }, {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 }, {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 }, {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 }, {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 }, {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 }, {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 }, {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 }, {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 }, {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 }, {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 }, {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 }, {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 }, {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 }, {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 }, {WINED3D_SM1_OP_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)}, {WINED3D_SM1_OP_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)}, {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 }, {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 }, {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 }, {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 }, {WINED3D_SM1_OP_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 }, /* Matrix */ {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 }, {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 }, {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 }, {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 }, {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 }, /* Register declarations */ {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 }, /* Flow control */ {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 }, {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 }, {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 }, {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 }, /* Constant definitions */ {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 }, {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 }, {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 }, /* Texture */ {WINED3D_SM1_OP_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, {WINED3D_SM1_OP_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)}, {WINED3D_SM1_OP_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, {WINED3D_SM1_OP_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 }, {WINED3D_SM1_OP_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)}, {WINED3D_SM1_OP_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, {WINED3D_SM1_OP_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, {WINED3D_SM1_OP_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, {WINED3D_SM1_OP_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 }, {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 }, {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 }, {WINED3D_SM1_OP_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 }, {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 }, }; static const enum wined3d_shader_resource_type resource_type_table[] = { /* WINED3D_SM1_RESOURCE_UNKNOWN */ WINED3D_SHADER_RESOURCE_NONE, /* WINED3D_SM1_RESOURCE_TEXTURE_1D */ WINED3D_SHADER_RESOURCE_TEXTURE_1D, /* WINED3D_SM1_RESOURCE_TEXTURE_2D */ WINED3D_SHADER_RESOURCE_TEXTURE_2D, /* WINED3D_SM1_RESOURCE_TEXTURE_CUBE */ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, /* WINED3D_SM1_RESOURCE_TEXTURE_3D */ WINED3D_SHADER_RESOURCE_TEXTURE_3D, }; /* Read a parameter opcode from the input stream, * and possibly a relative addressing token. * Return the number of tokens read */ static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token) { UINT count = 1; *token = *ptr; /* 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 */ if (*ptr & WINED3D_SM1_ADDRESS_MODE_RELATIVE) { if (priv->shader_version.major < 2) { *addr_token = (1u << 31) | ((WINED3DSPR_ADDR << WINED3D_SM1_REGISTER_TYPE_SHIFT2) & WINED3D_SM1_REGISTER_TYPE_MASK2) | ((WINED3DSPR_ADDR << WINED3D_SM1_REGISTER_TYPE_SHIFT) & WINED3D_SM1_REGISTER_TYPE_MASK) | (WINED3DSP_NOSWIZZLE << WINED3D_SM1_SWIZZLE_SHIFT); } else { *addr_token = *(ptr + 1); ++count; } } return count; } static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code) { DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor); const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table; DWORD i = 0; while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE) { if ((code & WINED3D_SM1_OPCODE_MASK) == opcode_table[i].opcode && shader_version >= opcode_table[i].min_version && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version)) { return &opcode_table[i]; } ++i; } FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", code, code, code & WINED3D_SM1_OPCODE_MASK, shader_version); return NULL; } /* Return the number of parameters to skip for an opcode */ static int shader_skip_opcode(const struct wined3d_sm1_data *priv, const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token) { /* Shaders >= 2.0 may contain address tokens, but fortunately they * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */ DWORD length = (opcode_token & WINED3D_SM1_INSTRUCTION_LENGTH_MASK) >> WINED3D_SM1_INSTRUCTION_LENGTH_SHIFT; return (priv->shader_version.major >= 2) ? length : opcode_info->param_count; } static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr, struct wined3d_shader_src_param *src) { src->reg.type = ((param & WINED3D_SM1_REGISTER_TYPE_MASK) >> WINED3D_SM1_REGISTER_TYPE_SHIFT) | ((param & WINED3D_SM1_REGISTER_TYPE_MASK2) >> WINED3D_SM1_REGISTER_TYPE_SHIFT2); src->reg.data_type = WINED3D_DATA_FLOAT; src->reg.idx[0].offset = param & WINED3D_SM1_REGISTER_NUMBER_MASK; src->reg.idx[0].rel_addr = rel_addr; src->reg.idx[1].offset = ~0U; src->reg.idx[1].rel_addr = NULL; src->swizzle = (param & WINED3D_SM1_SWIZZLE_MASK) >> WINED3D_SM1_SWIZZLE_SHIFT; src->modifiers = (param & WINED3D_SM1_SRC_MODIFIER_MASK) >> WINED3D_SM1_SRC_MODIFIER_SHIFT; } static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr, struct wined3d_shader_dst_param *dst) { dst->reg.type = ((param & WINED3D_SM1_REGISTER_TYPE_MASK) >> WINED3D_SM1_REGISTER_TYPE_SHIFT) | ((param & WINED3D_SM1_REGISTER_TYPE_MASK2) >> WINED3D_SM1_REGISTER_TYPE_SHIFT2); dst->reg.data_type = WINED3D_DATA_FLOAT; dst->reg.idx[0].offset = param & WINED3D_SM1_REGISTER_NUMBER_MASK; dst->reg.idx[0].rel_addr = rel_addr; dst->reg.idx[1].offset = ~0U; dst->reg.idx[1].rel_addr = NULL; dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT; dst->modifiers = (param & WINED3D_SM1_DST_MODIFIER_MASK) >> WINED3D_SM1_DST_MODIFIER_SHIFT; dst->shift = (param & WINED3D_SM1_DSTSHIFT_MASK) >> WINED3D_SM1_DSTSHIFT_SHIFT; } /* 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 */ static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr) { int tokens_read = 0; int i = 0; /* TODO: Think of a good name for 0x80000000 and replace it with a constant */ while (*ptr & 0x80000000) { DWORD token, addr_token = 0; struct wined3d_shader_src_param rel_addr; tokens_read += shader_get_param(priv, ptr, &token, &addr_token); ptr += tokens_read; FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token); if (token & WINED3D_SM1_ADDRESS_MODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr); if (!i) { struct wined3d_shader_dst_param dst; shader_parse_dst_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &dst); } else { struct wined3d_shader_src_param src; shader_parse_src_param(token, token & WINED3D_SM1_ADDRESS_MODE_RELATIVE ? &rel_addr : NULL, &src); } FIXME("\n"); ++i; } return tokens_read; } static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature) { struct wined3d_sm1_data *priv; BYTE major, minor; major = WINED3D_SM1_VERSION_MAJOR(*byte_code); minor = WINED3D_SM1_VERSION_MINOR(*byte_code); if (WINED3D_SHADER_VERSION(major, minor) > WINED3D_SHADER_VERSION(3, 0)) { WARN("Invalid shader version %u.%u (%#x).\n", major, minor, *byte_code); return NULL; } priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv)); if (!priv) return NULL; if (output_signature) { FIXME("SM 1-3 shader shouldn't have output signatures.\n"); } switch (*byte_code >> 16) { case WINED3D_SM1_VS: priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX; priv->opcode_table = vs_opcode_table; break; case WINED3D_SM1_PS: priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL; priv->opcode_table = ps_opcode_table; break; default: FIXME("Unrecognized shader type %#x\n", *byte_code >> 16); HeapFree(GetProcessHeap(), 0, priv); return NULL; } return priv; } static void shader_sm1_free(void *data) { HeapFree(GetProcessHeap(), 0, data); } static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version) { struct wined3d_sm1_data *priv = data; DWORD version_token; version_token = *(*ptr)++; TRACE("version: 0x%08x\n", version_token); priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token); priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token); *shader_version = priv->shader_version; } static void shader_sm1_read_src_param(struct wined3d_sm1_data *priv, const DWORD **ptr, struct wined3d_shader_src_param *src_param, struct wined3d_shader_src_param *src_rel_addr) { DWORD token, addr_token; *ptr += shader_get_param(priv, *ptr, &token, &addr_token); if (token & WINED3D_SM1_ADDRESS_MODE_RELATIVE) { shader_parse_src_param(addr_token, NULL, src_rel_addr); shader_parse_src_param(token, src_rel_addr, src_param); } else { shader_parse_src_param(token, NULL, src_param); } } static void shader_sm1_read_dst_param(struct wined3d_sm1_data *priv, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param, struct wined3d_shader_src_param *dst_rel_addr) { DWORD token, addr_token; *ptr += shader_get_param(priv, *ptr, &token, &addr_token); if (token & WINED3D_SM1_ADDRESS_MODE_RELATIVE) { shader_parse_src_param(addr_token, NULL, dst_rel_addr); shader_parse_dst_param(token, dst_rel_addr, dst_param); } else { shader_parse_dst_param(token, NULL, dst_param); } } static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic) { enum wined3d_sm1_resource_type resource_type; DWORD usage_token = *(*ptr)++; DWORD dst_token = *(*ptr)++; semantic->usage = (usage_token & WINED3D_SM1_DCL_USAGE_MASK) >> WINED3D_SM1_DCL_USAGE_SHIFT; semantic->usage_idx = (usage_token & WINED3D_SM1_DCL_USAGE_INDEX_MASK) >> WINED3D_SM1_DCL_USAGE_INDEX_SHIFT; resource_type = (usage_token & WINED3D_SM1_RESOURCE_TYPE_MASK) >> WINED3D_SM1_RESOURCE_TYPE_SHIFT; if (resource_type >= ARRAY_SIZE(resource_type_table)) { FIXME("Unhandled resource type %#x.\n", resource_type); semantic->resource_type = WINED3D_SHADER_RESOURCE_NONE; } else { semantic->resource_type = resource_type_table[resource_type]; } semantic->resource_data_type = WINED3D_DATA_FLOAT; shader_parse_dst_param(dst_token, NULL, &semantic->reg); } static void shader_sm1_read_immconst(const DWORD **ptr, struct wined3d_shader_src_param *src_param, enum wined3d_immconst_type type, enum wined3d_data_type data_type) { UINT count = type == WINED3D_IMMCONST_VEC4 ? 4 : 1; src_param->reg.type = WINED3DSPR_IMMCONST; src_param->reg.data_type = data_type; src_param->reg.idx[0].offset = ~0U; src_param->reg.idx[0].rel_addr = NULL; src_param->reg.idx[1].offset = ~0U; src_param->reg.idx[1].rel_addr = NULL; src_param->reg.immconst_type = type; memcpy(src_param->reg.immconst_data, *ptr, count * sizeof(DWORD)); src_param->swizzle = WINED3DSP_NOSWIZZLE; src_param->modifiers = 0; *ptr += count; } static void shader_sm1_read_comment(const DWORD **ptr) { DWORD token = **ptr; const char *comment; UINT size; while ((token & WINED3D_SM1_OPCODE_MASK) == WINED3D_SM1_OP_COMMENT) { size = (token & WINED3D_SM1_COMMENT_SIZE_MASK) >> WINED3D_SM1_COMMENT_SIZE_SHIFT; comment = (const char *)++(*ptr); *ptr += size; if (size > 1 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T')) { const char *end = comment + size * sizeof(token); const char *p = comment + sizeof(token); const char *line = p; TRACE("// TEXT\n"); while (p != end) { if (*p == '\n') { UINT len = p - line; if (len && *(p - 1) == '\r') --len; TRACE("// %s\n", debugstr_an(line, len)); line = ++p; } else ++p; } if (line != p) TRACE("// %s\n", debugstr_an(line, p - line)); } else if (size) TRACE("// %s\n", debugstr_an(comment, size * sizeof(token))); else break; token = **ptr; } } static void shader_sm1_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins) { const struct wined3d_sm1_opcode_info *opcode_info; struct wined3d_sm1_data *priv = data; DWORD opcode_token; unsigned int i; const DWORD *p; shader_sm1_read_comment(ptr); opcode_token = *(*ptr)++; if (!(opcode_info = shader_get_opcode(priv, opcode_token))) { FIXME("Unrecognized opcode: token=0x%08x.\n", opcode_token); ins->handler_idx = WINED3DSIH_TABLE_SIZE; *ptr += shader_skip_unrecognized(priv, *ptr); return; } ins->handler_idx = opcode_info->handler_idx; ins->flags = (opcode_token & WINED3D_SM1_INSTRUCTION_FLAGS_MASK) >> WINED3D_SM1_INSTRUCTION_FLAGS_SHIFT; ins->coissue = opcode_token & WINED3D_SM1_COISSUE; ins->predicate = opcode_token & WINED3D_SM1_INSTRUCTION_PREDICATED ? &priv->pred_param : NULL; ins->dst_count = opcode_info->dst_count ? 1 : 0; ins->dst = &priv->dst_param; ins->src_count = opcode_info->param_count - opcode_info->dst_count; ins->src = priv->src_param; p = *ptr; *ptr += shader_skip_opcode(priv, opcode_info, opcode_token); if (ins->handler_idx == WINED3DSIH_DCL) { shader_sm1_read_semantic(&p, &ins->declaration.semantic); } else if (ins->handler_idx == WINED3DSIH_DEF) { shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr); shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_VEC4, WINED3D_DATA_FLOAT); } else if (ins->handler_idx == WINED3DSIH_DEFI) { shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr); shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_VEC4, WINED3D_DATA_INT); } else if (ins->handler_idx == WINED3DSIH_DEFB) { shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr); shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_SCALAR, WINED3D_DATA_UINT); } else { /* Destination token */ if (ins->dst_count) shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr); /* Predication token */ if (ins->predicate) shader_sm1_read_src_param(priv, &p, &priv->pred_param, &priv->pred_rel_addr); /* Other source tokens */ for (i = 0; i < ins->src_count; ++i) { shader_sm1_read_src_param(priv, &p, &priv->src_param[i], &priv->src_rel_addr[i]); } } } static BOOL shader_sm1_is_end(void *data, const DWORD **ptr) { shader_sm1_read_comment(ptr); if (**ptr == WINED3D_SM1_END) { ++(*ptr); return TRUE; } return FALSE; } const struct wined3d_shader_frontend sm1_shader_frontend = { shader_sm1_init, shader_sm1_free, shader_sm1_read_header, shader_sm1_read_instruction, shader_sm1_is_end, };