1259 lines
47 KiB
C
1259 lines
47 KiB
C
/*
|
|
* shaders implementation
|
|
*
|
|
* 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
|
|
*
|
|
* 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 <string.h>
|
|
#include <stdio.h>
|
|
#include "wined3d_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
|
|
|
#define GLNAME_REQUIRE_GLSL ((const char *)1)
|
|
|
|
static inline 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;
|
|
}
|
|
|
|
if (buffer->newline) {
|
|
TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
|
|
buffer->newline = FALSE;
|
|
} else {
|
|
TRACE("%s", base);
|
|
}
|
|
|
|
buffer->bsize += rc;
|
|
if (buffer->buffer[buffer->bsize-1] == '\n') {
|
|
buffer->lineNo++;
|
|
buffer->newline = TRUE;
|
|
}
|
|
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 & WINED3DSI_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 %#x(%d) masked %#x, shader version %#x\n",
|
|
code, code, code & WINED3DSI_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 = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
|
|
((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_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 length mask - use it here. Shaders 1.0 contain no such tokens */
|
|
|
|
return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
|
|
((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_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=%08x "
|
|
"addr_token=%08x 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 & WINED3DSP_REGNUM_MASK;
|
|
int regtype = shader_get_regtype(reg);
|
|
|
|
switch (regtype) {
|
|
case WINED3DSPR_CONST: return regnum;
|
|
case WINED3DSPR_CONST2: return 2048 + regnum;
|
|
case WINED3DSPR_CONST3: return 4096 + regnum;
|
|
case WINED3DSPR_CONST4: return 6144 + regnum;
|
|
default:
|
|
FIXME("Unsupported register type: %d\n", regtype);
|
|
return regnum;
|
|
}
|
|
}
|
|
|
|
static void shader_delete_constant_list(struct list* clist) {
|
|
|
|
struct list *ptr;
|
|
struct local_constant* constant;
|
|
|
|
ptr = list_head(clist);
|
|
while (ptr) {
|
|
constant = LIST_ENTRY(ptr, struct local_constant, entry);
|
|
ptr = list_next(clist, ptr);
|
|
HeapFree(GetProcessHeap(), 0, constant);
|
|
}
|
|
list_init(clist);
|
|
}
|
|
|
|
/* Note that this does not count the loop register
|
|
* as an address register. */
|
|
|
|
HRESULT shader_get_registers_used(
|
|
IWineD3DBaseShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
semantic* semantics_in,
|
|
semantic* semantics_out,
|
|
CONST DWORD* pToken,
|
|
IWineD3DStateBlockImpl *stateBlock) {
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
|
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
|
|
|
|
/* There are some minor differences between pixel and vertex shaders */
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
|
|
memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
|
|
memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
|
|
|
|
if (pToken == NULL)
|
|
return WINED3D_OK;
|
|
|
|
/* get_registers_used is called on every compile on some 1.x shaders, which can result
|
|
* in stacking up a collection of local constants. Delete the old constants if existing
|
|
*/
|
|
shader_delete_constant_list(&This->baseShader.constantsF);
|
|
shader_delete_constant_list(&This->baseShader.constantsB);
|
|
shader_delete_constant_list(&This->baseShader.constantsI);
|
|
|
|
while (WINED3DVS_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 & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_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;
|
|
|
|
/* Handle declarations */
|
|
} else if (WINED3DSIO_DCL == curOpcode->opcode) {
|
|
|
|
DWORD usage = *pToken++;
|
|
DWORD param = *pToken++;
|
|
DWORD regtype = shader_get_regtype(param);
|
|
unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
|
|
|
|
/* Vshader: mark attributes used
|
|
Pshader: mark 3.0 input registers used, save token */
|
|
if (WINED3DSPR_INPUT == regtype) {
|
|
|
|
if (!pshader)
|
|
reg_maps->attributes[regnum] = 1;
|
|
else
|
|
reg_maps->packed_input[regnum] = 1;
|
|
|
|
semantics_in[regnum].usage = usage;
|
|
semantics_in[regnum].reg = param;
|
|
|
|
/* Vshader: mark 3.0 output registers used, save token */
|
|
} else if (WINED3DSPR_OUTPUT == regtype) {
|
|
reg_maps->packed_output[regnum] = 1;
|
|
semantics_out[regnum].usage = usage;
|
|
semantics_out[regnum].reg = param;
|
|
if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
|
|
reg_maps->fog = 1;
|
|
|
|
/* Save sampler usage token */
|
|
} else if (WINED3DSPR_SAMPLER == regtype)
|
|
reg_maps->samplers[regnum] = usage;
|
|
|
|
} else if (WINED3DSIO_DEF == curOpcode->opcode) {
|
|
|
|
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
|
|
if (!lconst) return E_OUTOFMEMORY;
|
|
lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
|
|
memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
|
|
|
|
/* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
|
|
if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
|
|
float *value = (float *) lconst->value;
|
|
if(value[0] < -1.0) value[0] = -1.0;
|
|
else if(value[0] > 1.0) value[0] = 1.0;
|
|
if(value[1] < -1.0) value[1] = -1.0;
|
|
else if(value[1] > 1.0) value[1] = 1.0;
|
|
if(value[2] < -1.0) value[2] = -1.0;
|
|
else if(value[2] > 1.0) value[2] = 1.0;
|
|
if(value[3] < -1.0) value[3] = -1.0;
|
|
else if(value[3] > 1.0) value[3] = 1.0;
|
|
}
|
|
|
|
list_add_head(&This->baseShader.constantsF, &lconst->entry);
|
|
pToken += curOpcode->num_params;
|
|
|
|
} else if (WINED3DSIO_DEFI == curOpcode->opcode) {
|
|
|
|
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
|
|
if (!lconst) return E_OUTOFMEMORY;
|
|
lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
|
|
memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
|
|
list_add_head(&This->baseShader.constantsI, &lconst->entry);
|
|
pToken += curOpcode->num_params;
|
|
|
|
} else if (WINED3DSIO_DEFB == curOpcode->opcode) {
|
|
|
|
local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
|
|
if (!lconst) return E_OUTOFMEMORY;
|
|
lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
|
|
memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
|
|
list_add_head(&This->baseShader.constantsB, &lconst->entry);
|
|
pToken += curOpcode->num_params;
|
|
|
|
/* If there's a loop in the shader */
|
|
} else if (WINED3DSIO_LOOP == curOpcode->opcode ||
|
|
WINED3DSIO_REP == curOpcode->opcode) {
|
|
cur_loop_depth++;
|
|
if(cur_loop_depth > max_loop_depth)
|
|
max_loop_depth = cur_loop_depth;
|
|
pToken += curOpcode->num_params;
|
|
|
|
} else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
|
|
WINED3DSIO_ENDREP == curOpcode->opcode) {
|
|
cur_loop_depth--;
|
|
|
|
/* For subroutine prototypes */
|
|
} else if (WINED3DSIO_LABEL == curOpcode->opcode) {
|
|
|
|
DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
|
|
reg_maps->labels[snum] = 1;
|
|
pToken += curOpcode->num_params;
|
|
|
|
/* Set texture, address, temporary registers */
|
|
} else {
|
|
int i, limit;
|
|
|
|
/* Declare 1.X samplers implicitly, based on the destination reg. number */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
|
|
pshader /* Filter different instructions with the same enum values in VS */ &&
|
|
(WINED3DSIO_TEX == curOpcode->opcode ||
|
|
WINED3DSIO_TEXBEM == curOpcode->opcode ||
|
|
WINED3DSIO_TEXBEML == curOpcode->opcode ||
|
|
WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
|
|
WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
|
|
WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
|
|
WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
|
|
WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
|
|
WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
|
|
WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
|
|
WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
|
|
|
|
/* Fake sampler usage, only set reserved bit and ttype */
|
|
DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
|
|
|
|
if(!stateBlock->textures[sampler_code]) {
|
|
ERR("No texture bound to sampler %d\n", sampler_code);
|
|
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
|
|
} else {
|
|
int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
|
|
switch(texType) {
|
|
/* We have to select between texture rectangles and 2D textures later because 2.0 and
|
|
* 3.0 shaders only have WINED3DSTT_2D as well
|
|
*/
|
|
case GL_TEXTURE_RECTANGLE_ARB:
|
|
case GL_TEXTURE_2D:
|
|
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
|
|
break;
|
|
|
|
case GL_TEXTURE_3D:
|
|
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
|
|
break;
|
|
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
|
|
break;
|
|
|
|
default:
|
|
ERR("Unexpected gl texture type found: %d\n", texType);
|
|
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
|
|
}
|
|
}
|
|
|
|
/* texbem is only valid with < 1.4 pixel shaders */
|
|
if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
|
|
WINED3DSIO_TEXBEML == curOpcode->opcode) {
|
|
reg_maps->bumpmat[sampler_code] = TRUE;
|
|
if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
|
|
reg_maps->luminanceparams[sampler_code] = TRUE;
|
|
}
|
|
}
|
|
}
|
|
if(WINED3DSIO_NRM == curOpcode->opcode) {
|
|
reg_maps->usesnrm = 1;
|
|
} else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
|
|
DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
|
|
reg_maps->bumpmat[regnum] = TRUE;
|
|
} else if(WINED3DSIO_DSY == curOpcode->opcode) {
|
|
reg_maps->usesdsy = 1;
|
|
}
|
|
|
|
/* 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 & WINED3DSHADER_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 = shader_get_regtype(param);
|
|
reg = param & WINED3DSP_REGNUM_MASK;
|
|
|
|
if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
|
|
|
|
if (pshader)
|
|
reg_maps->texcoord[reg] = 1;
|
|
else
|
|
reg_maps->address[reg] = 1;
|
|
}
|
|
|
|
else if (WINED3DSPR_TEMP == regtype)
|
|
reg_maps->temporary[reg] = 1;
|
|
|
|
else if (WINED3DSPR_INPUT == regtype) {
|
|
if( !pshader)
|
|
reg_maps->attributes[reg] = 1;
|
|
else {
|
|
if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
|
/* If relative addressing is used, we must assume that all registers
|
|
* are used. Even if it is a construct like v3[aL], we can't assume
|
|
* that v0, v1 and v2 aren't read because aL can be negative
|
|
*/
|
|
unsigned int i;
|
|
for(i = 0; i < MAX_REG_INPUT; i++) {
|
|
((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
|
|
}
|
|
} else {
|
|
((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
|
|
reg_maps->fog = 1;
|
|
|
|
else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
|
|
reg_maps->vpos = 1;
|
|
|
|
else if(WINED3DSPR_CONST == regtype) {
|
|
if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
|
if(!pshader) {
|
|
if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
|
|
((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
|
|
} else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
|
|
((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
|
|
}
|
|
}
|
|
reg_maps->usesrelconstF = TRUE;
|
|
}
|
|
}
|
|
|
|
/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
|
|
* in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
|
|
* isn't used in them, but future register types might cause issues
|
|
*/
|
|
else if(WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */ &&
|
|
!pshader && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) < 3) {
|
|
reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
reg_maps->loop_depth = max_loop_depth;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void shader_dump_decl_usage(
|
|
IWineD3DBaseShaderImpl* This,
|
|
DWORD decl,
|
|
DWORD param) {
|
|
|
|
DWORD regtype = shader_get_regtype(param);
|
|
|
|
TRACE("dcl");
|
|
|
|
if (regtype == WINED3DSPR_SAMPLER) {
|
|
DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
|
|
|
|
switch (ttype) {
|
|
case WINED3DSTT_2D: TRACE("_2d"); break;
|
|
case WINED3DSTT_CUBE: TRACE("_cube"); break;
|
|
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
|
|
default: TRACE("_unknown_ttype(%08x)", ttype);
|
|
}
|
|
|
|
} else {
|
|
|
|
DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
|
|
DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
|
|
/* Pixel shaders 3.0 don't have usage semantics */
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
|
|
return;
|
|
else
|
|
TRACE("_");
|
|
|
|
switch(usage) {
|
|
case WINED3DDECLUSAGE_POSITION:
|
|
TRACE("position%d", idx);
|
|
break;
|
|
case WINED3DDECLUSAGE_BLENDINDICES:
|
|
TRACE("blend");
|
|
break;
|
|
case WINED3DDECLUSAGE_BLENDWEIGHT:
|
|
TRACE("weight");
|
|
break;
|
|
case WINED3DDECLUSAGE_NORMAL:
|
|
TRACE("normal%d", idx);
|
|
break;
|
|
case WINED3DDECLUSAGE_PSIZE:
|
|
TRACE("psize");
|
|
break;
|
|
case WINED3DDECLUSAGE_COLOR:
|
|
if(idx == 0) {
|
|
TRACE("color");
|
|
} else {
|
|
TRACE("specular%d", (idx - 1));
|
|
}
|
|
break;
|
|
case WINED3DDECLUSAGE_TEXCOORD:
|
|
TRACE("texture%d", idx);
|
|
break;
|
|
case WINED3DDECLUSAGE_TANGENT:
|
|
TRACE("tangent");
|
|
break;
|
|
case WINED3DDECLUSAGE_BINORMAL:
|
|
TRACE("binormal");
|
|
break;
|
|
case WINED3DDECLUSAGE_TESSFACTOR:
|
|
TRACE("tessfactor");
|
|
break;
|
|
case WINED3DDECLUSAGE_POSITIONT:
|
|
TRACE("positionT%d", idx);
|
|
break;
|
|
case WINED3DDECLUSAGE_FOG:
|
|
TRACE("fog");
|
|
break;
|
|
case WINED3DDECLUSAGE_DEPTH:
|
|
TRACE("depth");
|
|
break;
|
|
case WINED3DDECLUSAGE_SAMPLE:
|
|
TRACE("sample");
|
|
break;
|
|
default:
|
|
FIXME("unknown_semantics(%08x)", usage);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void shader_dump_arr_entry(
|
|
IWineD3DBaseShader *iface,
|
|
const DWORD param,
|
|
const DWORD addr_token,
|
|
unsigned int reg,
|
|
int input) {
|
|
|
|
char relative =
|
|
((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_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 * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
|
|
static const char * const misctype_reg_names[] = { "vPos", "vFace"};
|
|
char swizzle_reg_chars[4];
|
|
|
|
DWORD reg = param & WINED3DSP_REGNUM_MASK;
|
|
DWORD regtype = shader_get_regtype(param);
|
|
DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
|
|
|
|
/* There are some minor differences between pixel and vertex shaders */
|
|
char 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 ( (modifier == WINED3DSPSM_NEG) ||
|
|
(modifier == WINED3DSPSM_BIASNEG) ||
|
|
(modifier == WINED3DSPSM_SIGNNEG) ||
|
|
(modifier == WINED3DSPSM_X2NEG) ||
|
|
(modifier == WINED3DSPSM_ABSNEG) )
|
|
TRACE("-");
|
|
else if (modifier == WINED3DSPSM_COMP)
|
|
TRACE("1-");
|
|
else if (modifier == WINED3DSPSM_NOT)
|
|
TRACE("!");
|
|
|
|
if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
|
|
TRACE("abs(");
|
|
}
|
|
|
|
switch (regtype) {
|
|
case WINED3DSPR_TEMP:
|
|
TRACE("r%u", reg);
|
|
break;
|
|
case WINED3DSPR_INPUT:
|
|
TRACE("v");
|
|
shader_dump_arr_entry(iface, param, addr_token, reg, input);
|
|
break;
|
|
case WINED3DSPR_CONST:
|
|
case WINED3DSPR_CONST2:
|
|
case WINED3DSPR_CONST3:
|
|
case WINED3DSPR_CONST4:
|
|
TRACE("c");
|
|
shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
|
|
break;
|
|
case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
|
|
TRACE("%c%u", (pshader? 't':'a'), reg);
|
|
break;
|
|
case WINED3DSPR_RASTOUT:
|
|
TRACE("%s", rastout_reg_names[reg]);
|
|
break;
|
|
case WINED3DSPR_COLOROUT:
|
|
TRACE("oC%u", reg);
|
|
break;
|
|
case WINED3DSPR_DEPTHOUT:
|
|
TRACE("oDepth");
|
|
break;
|
|
case WINED3DSPR_ATTROUT:
|
|
TRACE("oD%u", reg);
|
|
break;
|
|
case WINED3DSPR_TEXCRDOUT:
|
|
|
|
/* Vertex shaders >= 3.0 use general purpose output registers
|
|
* (WINED3DSPR_OUTPUT), which can include an address token */
|
|
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
|
|
TRACE("o");
|
|
shader_dump_arr_entry(iface, param, addr_token, reg, input);
|
|
}
|
|
else
|
|
TRACE("oT%u", reg);
|
|
break;
|
|
case WINED3DSPR_CONSTINT:
|
|
TRACE("i");
|
|
shader_dump_arr_entry(iface, param, addr_token, reg, input);
|
|
break;
|
|
case WINED3DSPR_CONSTBOOL:
|
|
TRACE("b");
|
|
shader_dump_arr_entry(iface, param, addr_token, reg, input);
|
|
break;
|
|
case WINED3DSPR_LABEL:
|
|
TRACE("l%u", reg);
|
|
break;
|
|
case WINED3DSPR_LOOP:
|
|
TRACE("aL");
|
|
break;
|
|
case WINED3DSPR_SAMPLER:
|
|
TRACE("s%u", reg);
|
|
break;
|
|
case WINED3DSPR_MISCTYPE:
|
|
if (reg > 1) {
|
|
FIXME("Unhandled misctype register %d\n", reg);
|
|
} else {
|
|
TRACE("%s", misctype_reg_names[reg]);
|
|
}
|
|
break;
|
|
case WINED3DSPR_PREDICATE:
|
|
TRACE("p%u", reg);
|
|
break;
|
|
default:
|
|
TRACE("unhandled_rtype(%#x)", regtype);
|
|
break;
|
|
}
|
|
|
|
if (!input) {
|
|
/* operand output (for modifiers and shift, see dump_ins_modifiers) */
|
|
|
|
if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
|
|
TRACE(".");
|
|
if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
|
|
if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
|
|
if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
|
|
if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
|
|
}
|
|
|
|
} else {
|
|
/** operand input */
|
|
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_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 != modifier) {
|
|
switch (modifier) {
|
|
case WINED3DSPSM_NONE: break;
|
|
case WINED3DSPSM_NEG: break;
|
|
case WINED3DSPSM_NOT: break;
|
|
case WINED3DSPSM_BIAS: TRACE("_bias"); break;
|
|
case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
|
|
case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
|
|
case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
|
|
case WINED3DSPSM_COMP: break;
|
|
case WINED3DSPSM_X2: TRACE("_x2"); break;
|
|
case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
|
|
case WINED3DSPSM_DZ: TRACE("_dz"); break;
|
|
case WINED3DSPSM_DW: TRACE("_dw"); break;
|
|
case WINED3DSPSM_ABSNEG: TRACE(")"); break;
|
|
case WINED3DSPSM_ABS: TRACE(")"); break;
|
|
default:
|
|
TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* swizzle bits fields:
|
|
* RRGGBBAA
|
|
*/
|
|
if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** 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 on msdn */
|
|
void shader_generate_main(
|
|
IWineD3DBaseShader *iface,
|
|
SHADER_BUFFER* buffer,
|
|
shader_reg_maps* reg_maps,
|
|
CONST DWORD* pFunction) {
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
|
|
const DWORD *pToken = pFunction;
|
|
const SHADER_OPCODE *curOpcode = NULL;
|
|
SHADER_HANDLER hw_fct = NULL;
|
|
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;
|
|
|
|
/* Second pass, process opcodes */
|
|
if (NULL != pToken) {
|
|
while (WINED3DPS_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 & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
|
|
++pToken;
|
|
TRACE("#%s\n", (const char*)pToken);
|
|
pToken += comment_len;
|
|
continue;
|
|
}
|
|
|
|
/* Read opcode */
|
|
hw_arg.opcode_token = *pToken++;
|
|
curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
|
|
|
|
/* Select handler */
|
|
if (curOpcode == NULL)
|
|
hw_fct = NULL;
|
|
else if (This->baseShader.shader_mode == SHADER_GLSL)
|
|
hw_fct = curOpcode->hw_glsl_fct;
|
|
else if (This->baseShader.shader_mode == SHADER_ARB)
|
|
hw_fct = curOpcode->hw_fct;
|
|
|
|
/* Unknown opcode and its parameters */
|
|
if (NULL == curOpcode) {
|
|
FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
|
|
pToken += shader_skip_unrecognized(iface, pToken);
|
|
|
|
/* Nothing to do */
|
|
} else if (WINED3DSIO_DCL == curOpcode->opcode ||
|
|
WINED3DSIO_NOP == curOpcode->opcode ||
|
|
WINED3DSIO_DEF == curOpcode->opcode ||
|
|
WINED3DSIO_DEFI == curOpcode->opcode ||
|
|
WINED3DSIO_DEFB == curOpcode->opcode ||
|
|
WINED3DSIO_PHASE == curOpcode->opcode ||
|
|
WINED3DSIO_RET == curOpcode->opcode) {
|
|
|
|
pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
|
|
|
|
/* If a generator function is set for current shader target, use it */
|
|
} else if (hw_fct != NULL) {
|
|
|
|
hw_arg.opcode = curOpcode;
|
|
|
|
/* Destination token */
|
|
if (curOpcode->dst_token) {
|
|
|
|
DWORD param, addr_token = 0;
|
|
pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
|
|
hw_arg.dst = param;
|
|
hw_arg.dst_addr = addr_token;
|
|
}
|
|
|
|
/* Predication token */
|
|
if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
|
|
hw_arg.predicate = *pToken++;
|
|
|
|
/* Other source tokens */
|
|
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
|
|
|
|
DWORD param, addr_token = 0;
|
|
pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
|
|
hw_arg.src[i] = param;
|
|
hw_arg.src_addr[i] = addr_token;
|
|
}
|
|
|
|
/* Call appropriate function for output target */
|
|
hw_fct(&hw_arg);
|
|
|
|
/* Add color correction if needed */
|
|
device->shader_backend->shader_color_correction(&hw_arg);
|
|
|
|
/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
|
|
if (This->baseShader.shader_mode == SHADER_GLSL)
|
|
shader_glsl_add_instruction_modifiers(&hw_arg);
|
|
|
|
/* Unhandled opcode */
|
|
} else {
|
|
|
|
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
|
|
pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
|
|
}
|
|
}
|
|
/* TODO: What about result.depth? */
|
|
|
|
}
|
|
}
|
|
|
|
void shader_dump_ins_modifiers(const DWORD output) {
|
|
|
|
DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
|
|
DWORD mmask = output & WINED3DSP_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(%d)", shift); break;
|
|
}
|
|
|
|
if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
|
|
if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
|
|
if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
|
|
|
|
mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
|
|
if (mmask)
|
|
FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
|
|
}
|
|
|
|
/* 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 (WINED3DVS_END() != *pToken) {
|
|
if (shader_is_version_token(*pToken)) { /** version */
|
|
This->baseShader.hex_version = *pToken;
|
|
TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
|
|
WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
|
|
WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
|
|
++pToken;
|
|
++len;
|
|
continue;
|
|
}
|
|
if (shader_is_comment(*pToken)) { /** comment */
|
|
DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
|
|
++pToken;
|
|
TRACE("//%s\n", (const 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=%08x\n", opcode_token);
|
|
tokens_read = shader_skip_unrecognized(iface, pToken);
|
|
pToken += tokens_read;
|
|
len += tokens_read;
|
|
|
|
} else {
|
|
if (curOpcode->opcode == WINED3DSIO_DCL) {
|
|
|
|
DWORD usage = *pToken;
|
|
DWORD param = *(pToken + 1);
|
|
|
|
shader_dump_decl_usage(This, usage, param);
|
|
shader_dump_ins_modifiers(param);
|
|
TRACE(" ");
|
|
shader_dump_param(iface, param, 0, 0);
|
|
pToken += 2;
|
|
len += 2;
|
|
|
|
} else if (curOpcode->opcode == WINED3DSIO_DEF) {
|
|
|
|
unsigned int offset = shader_get_float_offset(*pToken);
|
|
|
|
TRACE("def c%u = %f, %f, %f, %f", offset,
|
|
*(const float *)(pToken + 1),
|
|
*(const float *)(pToken + 2),
|
|
*(const float *)(pToken + 3),
|
|
*(const float *)(pToken + 4));
|
|
|
|
pToken += 5;
|
|
len += 5;
|
|
} else if (curOpcode->opcode == WINED3DSIO_DEFI) {
|
|
|
|
TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
|
|
*(pToken + 1),
|
|
*(pToken + 2),
|
|
*(pToken + 3),
|
|
*(pToken + 4));
|
|
|
|
pToken += 5;
|
|
len += 5;
|
|
|
|
} else if (curOpcode->opcode == WINED3DSIO_DEFB) {
|
|
|
|
TRACE("defb b%u = %s", *pToken & WINED3DSP_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 & WINED3DSHADER_INSTRUCTION_PREDICATED) {
|
|
TRACE("(");
|
|
shader_dump_param(iface, *(pToken + 2), 0, 1);
|
|
TRACE(") ");
|
|
}
|
|
if (opcode_token & WINED3DSI_COISSUE) {
|
|
/* PixWin marks instructions with the coissue flag with a '+' */
|
|
TRACE("+");
|
|
}
|
|
|
|
TRACE("%s", curOpcode->name);
|
|
|
|
if (curOpcode->opcode == WINED3DSIO_IFC ||
|
|
curOpcode->opcode == WINED3DSIO_BREAKC) {
|
|
|
|
DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
|
|
switch (op) {
|
|
case COMPARISON_GT: TRACE("_gt"); break;
|
|
case COMPARISON_EQ: TRACE("_eq"); break;
|
|
case COMPARISON_GE: TRACE("_ge"); break;
|
|
case COMPARISON_LT: TRACE("_lt"); break;
|
|
case COMPARISON_NE: TRACE("_ne"); break;
|
|
case COMPARISON_LE: TRACE("_le"); break;
|
|
default:
|
|
TRACE("_(%u)", op);
|
|
}
|
|
} else if (curOpcode->opcode == WINED3DSIO_TEX &&
|
|
This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
|
|
if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
|
|
}
|
|
|
|
/* Destination token */
|
|
if (curOpcode->dst_token) {
|
|
|
|
/* 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 & WINED3DSHADER_INSTRUCTION_PREDICATED) {
|
|
pToken++;
|
|
len++;
|
|
}
|
|
|
|
/* Other source tokens */
|
|
for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
|
|
|
|
tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
|
|
pToken += tokens_read;
|
|
len += tokens_read;
|
|
|
|
TRACE((i == 0)? " " : ", ");
|
|
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 */
|
|
}
|
|
}
|
|
|
|
static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
|
|
static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
|
|
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
|
|
static void shader_none_cleanup(IWineD3DDevice *iface) {}
|
|
static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
|
|
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
|
|
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
|
|
static void shader_none_free(IWineD3DDevice *iface) {}
|
|
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
|
|
static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
|
FIXME("NONE shader backend asked to generate a pixel shader\n");
|
|
}
|
|
static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
|
|
FIXME("NONE shader backend asked to generate a vertex shader\n");
|
|
}
|
|
|
|
#define GLINFO_LOCATION (*gl_info)
|
|
static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
|
|
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
|
|
WINED3DTEXOPCAPS_ADDSIGNED |
|
|
WINED3DTEXOPCAPS_ADDSIGNED2X |
|
|
WINED3DTEXOPCAPS_MODULATE |
|
|
WINED3DTEXOPCAPS_MODULATE2X |
|
|
WINED3DTEXOPCAPS_MODULATE4X |
|
|
WINED3DTEXOPCAPS_SELECTARG1 |
|
|
WINED3DTEXOPCAPS_SELECTARG2 |
|
|
WINED3DTEXOPCAPS_DISABLE;
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
|
|
GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
|
|
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
|
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
|
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
|
WINED3DTEXOPCAPS_LERP |
|
|
WINED3DTEXOPCAPS_SUBTRACT;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
|
|
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
|
|
WINED3DTEXOPCAPS_MULTIPLYADD |
|
|
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
|
|
}
|
|
|
|
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
|
|
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
|
|
* not support 3D textures. This asks for trouble if an app uses both bump mapping
|
|
* and 3D textures. It also allows us to keep the code simpler by having texture
|
|
* shaders constantly enabled.
|
|
*/
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
|
|
/* TODO: Luminance bump map? */
|
|
}
|
|
|
|
#if 0
|
|
/* FIXME: Add
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
|
WINED3DTEXOPCAPS_PREMODULATE */
|
|
#endif
|
|
|
|
pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
|
|
pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
|
|
|
|
/* Set the shader caps to 0 for the none shader backend */
|
|
pCaps->VertexShaderVersion = 0;
|
|
pCaps->PixelShaderVersion = 0;
|
|
pCaps->PixelShader1xMaxValue = 0.0;
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
|
|
}
|
|
|
|
/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
|
|
#if 0
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
|
|
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
|
|
#endif
|
|
|
|
}
|
|
|
|
static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
if(enable) {
|
|
glEnable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
|
|
} else {
|
|
glDisable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef GLINFO_LOCATION
|
|
|
|
const shader_backend_t none_shader_backend = {
|
|
shader_none_select,
|
|
shader_none_select_depth_blt,
|
|
shader_none_load_constants,
|
|
shader_none_cleanup,
|
|
shader_none_color_correction,
|
|
shader_none_destroy,
|
|
shader_none_alloc,
|
|
shader_none_free,
|
|
shader_none_dirty_const,
|
|
shader_none_generate_pshader,
|
|
shader_none_generate_vshader,
|
|
shader_none_get_caps,
|
|
shader_none_fragment_enable,
|
|
};
|
|
|
|
/* *******************************************
|
|
IWineD3DPixelShader IUnknown parts follow
|
|
******************************************* */
|
|
HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
|
|
{
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
|
|
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
|
|
IUnknown_AddRef(iface);
|
|
*ppobj = This;
|
|
return S_OK;
|
|
}
|
|
*ppobj = NULL;
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
|
TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
|
|
return InterlockedIncrement(&This->baseShader.ref);
|
|
}
|
|
|
|
ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
ULONG ref;
|
|
TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
|
|
ref = InterlockedDecrement(&This->baseShader.ref);
|
|
if (ref == 0) {
|
|
deviceImpl->shader_backend->shader_destroy(iface);
|
|
HeapFree(GetProcessHeap(), 0, This->baseShader.function);
|
|
shader_delete_constant_list(&This->baseShader.constantsF);
|
|
shader_delete_constant_list(&This->baseShader.constantsB);
|
|
shader_delete_constant_list(&This->baseShader.constantsI);
|
|
list_remove(&This->baseShader.shader_list_entry);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return ref;
|
|
}
|