285 lines
10 KiB
Plaintext
285 lines
10 KiB
Plaintext
/*
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* Direct3D shader assembler
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*
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* Copyright 2008 Stefan Dösinger
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* Copyright 2009 Matteo Bruni
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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%{
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#include "config.h"
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#include "wine/port.h"
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#include "wine/debug.h"
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#include "d3dx9_36_private.h"
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#include "asmshader.tab.h"
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WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
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%}
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%option noyywrap
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%option prefix="asmshader_"
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%option noinput nounput
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/* Swizzles and writemasks consist of a dot and up to 4 x, y, z or w characters,
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* or up to 4 a, r, g, b characters. There are different rules for swizzles and
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* writemasks wrt repetition, those are handled in the grammar.
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*/
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DOT \.
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COMPONENT [xyzw]|[rgba]
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/* Registers */
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REG_TEMP r[0-9]+
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/* for relative addressing in the form o[x], v[x] and c[x] */
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REG_OUTPUT o[0-9]*
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REG_INPUT v[0-9]*
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REG_CONSTFLOAT c[0-9]*
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REG_CONSTINT i[0-9]+
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REG_CONSTBOOL b[0-9]+
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REG_TEXTURE t[0-9]+
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REG_TEXCRDOUT oT[0-9]+
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REG_SAMPLER s[0-9]+
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REG_OPOS oPos
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REG_OFOG oFog
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REG_OPTS oPts
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REG_VERTEXCOLOR oD[01]
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REG_FRAGCOLOR oC[0-9]+
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REG_FRAGDEPTH oDepth
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REG_VPOS vPos
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REG_VFACE vFace
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REG_ADDRESS a0
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REG_LOOP aL
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REG_PREDICATE p0
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/* Not really a register, but it is considered as such */
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REG_LABEL l[0-9]+
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PREPROCESSORDIRECTIVE #[^\n]*\n
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/* Comments */
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DOUBLESLASHCOMMENT "//"[^\n]*
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SEMICOLONCOMMENT ";"[^\n]*
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/* Whitespaces are spaces, tabs and newlines */
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WHITESPACE [ \t]+
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NEWLINE (\n)|(\r\n)
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COMMA ","
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IMMVAL \-?(([0-9]+)|([0-9]*\.[0-9]+))(f)?
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ANY (.)
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%%
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/* Common instructions(vertex and pixel shaders) */
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add {return INSTR_ADD; }
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nop {return INSTR_NOP; }
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mov {return INSTR_MOV; }
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sub {return INSTR_SUB; }
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mad {return INSTR_MAD; }
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mul {return INSTR_MUL; }
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rcp {return INSTR_RCP; }
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rsq {return INSTR_RSQ; }
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dp3 {return INSTR_DP3; }
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dp4 {return INSTR_DP4; }
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min {return INSTR_MIN; }
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max {return INSTR_MAX; }
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slt {return INSTR_SLT; }
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sge {return INSTR_SGE; }
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abs {return INSTR_ABS; }
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exp {return INSTR_EXP; }
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log {return INSTR_LOG; }
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expp {return INSTR_EXPP; }
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logp {return INSTR_LOGP; }
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dst {return INSTR_DST; }
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lrp {return INSTR_LRP; }
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frc {return INSTR_FRC; }
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pow {return INSTR_POW; }
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crs {return INSTR_CRS; }
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sgn {return INSTR_SGN; }
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nrm {return INSTR_NRM; }
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sincos {return INSTR_SINCOS; }
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m4x4 {return INSTR_M4x4; }
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m4x3 {return INSTR_M4x3; }
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m3x4 {return INSTR_M3x4; }
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m3x3 {return INSTR_M3x3; }
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m3x2 {return INSTR_M3x2; }
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texldl {return INSTR_TEXLDL; }
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/* Vertex shader only instructions */
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lit {return INSTR_LIT; }
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mova {return INSTR_MOVA; }
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{REG_TEMP} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_TEMP;
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}
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{REG_OUTPUT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_OUTPUT;
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}
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{REG_INPUT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_INPUT;
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}
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{REG_CONSTFLOAT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTFLOAT;
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}
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{REG_CONSTINT} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTINT;
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}
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{REG_CONSTBOOL} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_CONSTBOOL;
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}
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{REG_TEXTURE} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_TEXTURE;
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}
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{REG_TEXCRDOUT} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_TEXCRDOUT;
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}
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{REG_SAMPLER} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_SAMPLER;
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}
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{REG_OPOS} {return REG_OPOS; }
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{REG_OFOG} {return REG_OFOG; }
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{REG_OPTS} {return REG_OPTS; }
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{REG_VERTEXCOLOR} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_VERTEXCOLOR;
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}
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{REG_FRAGCOLOR} {
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asmshader_lval.regnum = atoi(yytext + 2);
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return REG_FRAGCOLOR;
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}
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{REG_FRAGDEPTH} {return REG_FRAGDEPTH; }
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{REG_VPOS} {return REG_VPOS; }
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{REG_VFACE} {return REG_VFACE; }
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{REG_ADDRESS} {return REG_ADDRESS; }
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{REG_LOOP} {return REG_LOOP; }
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{REG_PREDICATE} {return REG_PREDICATE; }
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{REG_LABEL} {
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asmshader_lval.regnum = atoi(yytext + 1);
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return REG_LABEL;
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}
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/* Shader versions. These are important to select the correct
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* parser profile.
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*/
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vs\.1\.0|vs_1_0 {return VER_VS10; }
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vs\.1\.1|vs_1_1 {return VER_VS11; }
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vs_2_0 {return VER_VS20; }
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vs_2_x {return VER_VS2X; }
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vs_3_0 {return VER_VS30; }
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ps\.1\.0|ps_1_0 {return VER_PS10; }
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ps\.1\.1|ps_1_1 {return VER_PS11; }
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ps\.1\.2|ps_1_2 {return VER_PS12; }
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ps\.1\.3|ps_1_3 {return VER_PS13; }
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ps\.1\.4|ps_1_4 {return VER_PS14; }
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ps_2_0 {return VER_PS20; }
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ps_2_x {return VER_PS2X; }
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ps_3_0 {return VER_PS30; }
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{DOT} {return yytext[0]; }
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{COMPONENT} {
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switch(yytext[0]) {
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case 'x':
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case 'r':
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asmshader_lval.component = 0;
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break;
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case 'y':
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case 'g':
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asmshader_lval.component = 1;
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break;
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case 'z':
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case 'b':
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asmshader_lval.component = 2;
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break;
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case 'w':
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case 'a':
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asmshader_lval.component = 3;
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break;
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}
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return COMPONENT;
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}
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/* Output modifiers */
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\_sat {return MOD_SAT; }
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\_pp {return MOD_PP; }
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\_centroid {return MOD_CENTROID; }
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{IMMVAL} {
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asmshader_lval.immval.val = atof(yytext);
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asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
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return IMMVAL;
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}
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{COMMA} {return yytext[0]; }
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- {return yytext[0]; }
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\( {return yytext[0]; }
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\) {return yytext[0]; }
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/* for relative addressing */
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\[|\]|\+ {return yytext[0]; }
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\_abs {return SMOD_ABS; }
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{PREPROCESSORDIRECTIVE} {
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/* TODO: update current line information */
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TRACE("line info update: %s", yytext);
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}
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/* Skip comments */
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{DOUBLESLASHCOMMENT} { }
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{SEMICOLONCOMMENT} { }
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{WHITESPACE} { /* Do nothing */ }
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{NEWLINE} {
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asm_ctx.line_no++;
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}
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{ANY} {
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asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
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set_parse_status(&asm_ctx, PARSE_ERR);
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}
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%%
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struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
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struct bwriter_shader *ret = NULL;
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YY_BUFFER_STATE buffer;
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TRACE("%p, %p\n", text, messages);
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buffer = asmshader__scan_string(text);
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asmshader__switch_to_buffer(buffer);
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ret = parse_asm_shader(messages);
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asmshader__delete_buffer(buffer);
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return ret;
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}
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