700 lines
23 KiB
C
700 lines
23 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <string.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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inline static BOOL shader_is_version_token(DWORD token) {
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return shader_is_pshader_version(token) ||
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shader_is_vshader_version(token);
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}
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int shader_addline(
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SHADER_BUFFER* buffer,
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const char *format, ...) {
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char* base = buffer->buffer + buffer->bsize;
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int rc;
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va_list args;
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va_start(args, format);
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rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
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va_end(args);
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if (rc < 0 || /* C89 */
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rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
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ERR("The buffer allocated for the shader program string "
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"is too small at %d bytes.\n", SHADER_PGMSIZE);
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buffer->bsize = SHADER_PGMSIZE - 1;
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return -1;
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}
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buffer->bsize += rc;
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buffer->lineNo++;
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TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
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return 0;
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}
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const SHADER_OPCODE* shader_get_opcode(
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IWineD3DBaseShader *iface, const DWORD code) {
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i = 0;
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DWORD version = This->baseShader.version;
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DWORD hex_version = This->baseShader.hex_version;
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const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
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/** TODO: use dichotomic search */
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while (NULL != shader_ins[i].name) {
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if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
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(((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
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((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
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return &shader_ins[i];
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}
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++i;
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}
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FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
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code, code, code & D3DSI_OPCODE_MASK, version);
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return NULL;
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}
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/* Read a parameter opcode from the input stream,
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* and possibly a relative addressing token.
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* Return the number of tokens read */
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int shader_get_param(
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IWineD3DBaseShader* iface,
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const DWORD* pToken,
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DWORD* param,
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DWORD* addr_token) {
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/* PS >= 3.0 have relative addressing (with token)
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* VS >= 2.0 have relative addressing (with token)
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* VS >= 1.0 < 2.0 have relative addressing (without token)
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* The version check below should work in general */
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
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((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
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*param = *pToken;
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*addr_token = rel_token? *(pToken + 1): 0;
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return rel_token? 2:1;
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}
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/* Return the number of parameters to skip for an opcode */
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static inline int shader_skip_opcode(
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IWineD3DBaseShaderImpl* This,
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const SHADER_OPCODE* curOpcode,
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DWORD opcode_token) {
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/* Shaders >= 2.0 may contain address tokens, but fortunately they
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* have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
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return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
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((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_INSTLENGTH_SHIFT):
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curOpcode->num_params;
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}
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/* Read the parameters of an unrecognized opcode from the input stream
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* Return the number of tokens read.
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*
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* Note: This function assumes source or destination token format.
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* It will not work with specially-formatted tokens like DEF or DCL,
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* but hopefully those would be recognized */
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int shader_skip_unrecognized(
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IWineD3DBaseShader* iface,
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const DWORD* pToken) {
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int tokens_read = 0;
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int i = 0;
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/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
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while (*pToken & 0x80000000) {
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DWORD param, addr_token;
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tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
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pToken += tokens_read;
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FIXME("Unrecognized opcode param: token=%08lX "
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"addr_token=%08lX name=", param, addr_token);
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shader_dump_param(iface, param, addr_token, i);
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FIXME("\n");
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++i;
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}
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return tokens_read;
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}
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/* Note: For vertex shaders,
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* texUsed = addrUsed, and
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* D3DSPR_TEXTURE = D3DSPR_ADDR.
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*
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* Also note that this does not count the loop register
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* as an address register. */
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void shader_get_registers_used(
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IWineD3DBaseShader *iface,
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CONST DWORD* pToken) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD* tempsUsed = &This->baseShader.temps_used;
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DWORD* texUsed = &This->baseShader.textures_used;
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if (pToken == NULL)
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return;
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*tempsUsed = 0;
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*texUsed = 0;
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while (D3DVS_END() != *pToken) {
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CONST SHADER_OPCODE* curOpcode;
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DWORD opcode_token;
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/* Skip version */
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if (shader_is_version_token(*pToken)) {
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++pToken;
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continue;
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/* Skip comments */
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} else if (shader_is_comment(*pToken)) {
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DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
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++pToken;
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pToken += comment_len;
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continue;
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}
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/* Fetch opcode */
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opcode_token = *pToken++;
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curOpcode = shader_get_opcode(iface, opcode_token);
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/* Unhandled opcode, and its parameters */
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if (NULL == curOpcode) {
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while (*pToken & 0x80000000)
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++pToken;
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continue;
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/* Skip declarations (for now) */
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} else if (D3DSIO_DCL == curOpcode->opcode) {
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pToken += curOpcode->num_params;
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continue;
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/* Skip definitions (for now) */
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} else if (D3DSIO_DEF == curOpcode->opcode) {
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pToken += curOpcode->num_params;
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continue;
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/* Set texture registers, and temporary registers */
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} else {
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int i, limit;
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/* This will loop over all the registers and try to
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* make a bitmask of the ones we're interested in.
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*
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* Relative addressing tokens are ignored, but that's
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* okay, since we'll catch any address registers when
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* they are initialized (required by spec) */
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limit = (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)?
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curOpcode->num_params + 1: curOpcode->num_params;
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for (i = 0; i < limit; ++i) {
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DWORD param, addr_token, reg, regtype;
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pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
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regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
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reg = param & D3DSP_REGNUM_MASK;
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if (D3DSPR_TEXTURE == regtype)
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*texUsed |= (1 << reg);
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if (D3DSPR_TEMP == regtype)
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*tempsUsed |= (1 << reg);
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}
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}
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}
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}
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void shader_program_dump_decl_usage(
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DWORD decl,
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DWORD param) {
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DWORD regtype = shader_get_regtype(param);
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TRACE("dcl_");
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if (regtype == D3DSPR_SAMPLER) {
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DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK;
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switch (ttype) {
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case D3DSTT_2D: TRACE("2d"); break;
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case D3DSTT_CUBE: TRACE("cube"); break;
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case D3DSTT_VOLUME: TRACE("volume"); break;
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default: TRACE("unknown_ttype(%08lx)", ttype);
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}
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} else {
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DWORD usage = decl & D3DSP_DCL_USAGE_MASK;
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DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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switch(usage) {
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case D3DDECLUSAGE_POSITION:
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TRACE("%s%ld", "position", idx);
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break;
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case D3DDECLUSAGE_BLENDINDICES:
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TRACE("%s", "blend");
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break;
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case D3DDECLUSAGE_BLENDWEIGHT:
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TRACE("%s", "weight");
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break;
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case D3DDECLUSAGE_NORMAL:
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TRACE("%s%ld", "normal", idx);
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break;
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case D3DDECLUSAGE_PSIZE:
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TRACE("%s", "psize");
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break;
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case D3DDECLUSAGE_COLOR:
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if(idx == 0) {
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TRACE("%s", "color");
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} else {
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TRACE("%s%ld", "specular", (idx - 1));
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}
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break;
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case D3DDECLUSAGE_TEXCOORD:
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TRACE("%s%ld", "texture", idx);
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break;
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case D3DDECLUSAGE_TANGENT:
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TRACE("%s", "tangent");
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break;
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case D3DDECLUSAGE_BINORMAL:
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TRACE("%s", "binormal");
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break;
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case D3DDECLUSAGE_TESSFACTOR:
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TRACE("%s", "tessfactor");
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break;
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case D3DDECLUSAGE_POSITIONT:
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TRACE("%s%ld", "positionT", idx);
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break;
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case D3DDECLUSAGE_FOG:
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TRACE("%s", "fog");
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break;
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case D3DDECLUSAGE_DEPTH:
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TRACE("%s", "depth");
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break;
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case D3DDECLUSAGE_SAMPLE:
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TRACE("%s", "sample");
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break;
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default:
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FIXME("unknown_semantics(%08lx)", usage);
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}
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}
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}
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static void shader_dump_arr_entry(
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IWineD3DBaseShader *iface,
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const DWORD param,
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const DWORD addr_token,
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int input) {
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DWORD reg = param & D3DSP_REGNUM_MASK;
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char relative =
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((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE);
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TRACE("[");
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if (relative) {
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if (addr_token)
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shader_dump_param(iface, addr_token, 0, input);
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else
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TRACE("a0.x");
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TRACE(" + ");
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}
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TRACE("%lu]", reg);
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}
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void shader_dump_param(
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IWineD3DBaseShader *iface,
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const DWORD param,
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const DWORD addr_token,
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int input) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
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char swizzle_reg_chars[4];
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DWORD reg = param & D3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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/* There are some minor differences between pixel and vertex shaders */
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BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
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/* For one, we'd prefer color components to be shown for pshaders.
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* FIXME: use the swizzle function for this */
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swizzle_reg_chars[0] = pshader? 'r': 'x';
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swizzle_reg_chars[1] = pshader? 'g': 'y';
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swizzle_reg_chars[2] = pshader? 'b': 'z';
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swizzle_reg_chars[3] = pshader? 'a': 'w';
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if (input) {
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if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) ||
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((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) ||
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((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) ||
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((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) )
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TRACE("-");
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else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP)
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TRACE("1-");
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else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT)
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TRACE("!");
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}
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switch (regtype) {
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case D3DSPR_TEMP:
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TRACE("r%lu", reg);
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break;
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case D3DSPR_INPUT:
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TRACE("v%lu", reg);
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break;
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case D3DSPR_CONST:
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TRACE("c");
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shader_dump_arr_entry(iface, param, addr_token, input);
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break;
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case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
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TRACE("%c%lu", (pshader? 't':'a'), reg);
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break;
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case D3DSPR_RASTOUT:
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TRACE("%s", rastout_reg_names[reg]);
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break;
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case D3DSPR_COLOROUT:
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TRACE("oC%lu", reg);
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break;
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case D3DSPR_DEPTHOUT:
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TRACE("oDepth");
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break;
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case D3DSPR_ATTROUT:
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TRACE("oD%lu", reg);
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break;
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case D3DSPR_TEXCRDOUT:
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/* Vertex shaders >= 3.0 use general purpose output registers
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* (D3DSPR_OUTPUT), which can include an address token */
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if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
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TRACE("o");
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shader_dump_arr_entry(iface, param, addr_token, input);
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}
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else
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TRACE("oT%lu", reg);
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break;
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case D3DSPR_CONSTINT:
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TRACE("i");
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shader_dump_arr_entry(iface, param, addr_token, input);
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break;
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case D3DSPR_CONSTBOOL:
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TRACE("b");
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shader_dump_arr_entry(iface, param, addr_token, input);
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break;
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case D3DSPR_LABEL:
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TRACE("l%lu", reg);
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break;
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case D3DSPR_LOOP:
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TRACE("aL");
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break;
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case D3DSPR_SAMPLER:
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TRACE("s%lu", reg);
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break;
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case D3DSPR_PREDICATE:
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TRACE("p%lu", reg);
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break;
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default:
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TRACE("unhandled_rtype(%#lx)", regtype);
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break;
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}
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if (!input) {
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/* operand output (for modifiers and shift, see dump_ins_modifiers) */
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if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
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TRACE(".");
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if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
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if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
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if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
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if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
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}
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} else {
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/** operand input */
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DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
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DWORD swizzle_r = swizzle & 0x03;
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DWORD swizzle_g = (swizzle >> 2) & 0x03;
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DWORD swizzle_b = (swizzle >> 4) & 0x03;
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DWORD swizzle_a = (swizzle >> 6) & 0x03;
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if (0 != (param & D3DSP_SRCMOD_MASK)) {
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DWORD mask = param & D3DSP_SRCMOD_MASK;
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switch (mask) {
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case D3DSPSM_NONE: break;
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case D3DSPSM_NEG: break;
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case D3DSPSM_NOT: break;
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case D3DSPSM_BIAS: TRACE("_bias"); break;
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case D3DSPSM_BIASNEG: TRACE("_bias"); break;
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case D3DSPSM_SIGN: TRACE("_bx2"); break;
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case D3DSPSM_SIGNNEG: TRACE("_bx2"); break;
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case D3DSPSM_COMP: break;
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case D3DSPSM_X2: TRACE("_x2"); break;
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case D3DSPSM_X2NEG: TRACE("_x2"); break;
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case D3DSPSM_DZ: TRACE("_dz"); break;
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case D3DSPSM_DW: TRACE("_dw"); break;
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default:
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TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT);
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}
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}
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/**
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* swizzle bits fields:
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* RRGGBBAA
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*/
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if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
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if (swizzle_r == swizzle_g &&
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swizzle_r == swizzle_b &&
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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]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Generate the variable & register declarations for the ARB_vertex_program
|
|
output target */
|
|
void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
|
DWORD i;
|
|
|
|
for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
|
if (This->baseShader.temps_used & (1 << i))
|
|
shader_addline(buffer, "TEMP R%lu;\n", i);
|
|
}
|
|
|
|
for (i = 0; i < This->baseShader.limits.address; i++) {
|
|
if (This->baseShader.textures_used & (1 << i))
|
|
shader_addline(buffer, "ADDRESS A%ld;\n", i);
|
|
}
|
|
|
|
for(i = 0; i < This->baseShader.limits.texture; i++) {
|
|
if (This->baseShader.textures_used & (1 << i))
|
|
shader_addline(buffer,"TEMP T%lu;\n", i);
|
|
}
|
|
|
|
/* Texture coordinate registers must be pre-loaded */
|
|
for (i = 0; i < This->baseShader.limits.texture; i++) {
|
|
if (This->baseShader.textures_used & (1 << i))
|
|
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
|
|
}
|
|
}
|
|
|
|
/** Generate the variable & register declarations for the GLSL
|
|
output target */
|
|
void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
|
|
|
|
FIXME("GLSL not fully implemented yet.\n");
|
|
|
|
}
|
|
|
|
/** Shared code in order to generate the bulk of the shader string.
|
|
Use the shader_header_fct & shader_footer_fct to add strings
|
|
that are specific to pixel or vertex functions
|
|
NOTE: A description of how to parse tokens can be found at:
|
|
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
|
|
void generate_base_shader(
|
|
IWineD3DBaseShader *iface,
|
|
SHADER_BUFFER* buffer,
|
|
CONST DWORD* pFunction) {
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
|
const DWORD *pToken = pFunction;
|
|
const SHADER_OPCODE *curOpcode = NULL;
|
|
DWORD opcode_token;
|
|
DWORD i;
|
|
|
|
/* Initialize current parsing state */
|
|
This->baseShader.parse_state.current_row = 0;
|
|
|
|
/* First pass: figure out which temporary and texture registers are used */
|
|
shader_get_registers_used(iface, pToken);
|
|
TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
|
|
This->baseShader.textures_used, This->baseShader.temps_used);
|
|
|
|
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
|
|
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
|
|
nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
|
|
*/
|
|
|
|
/* Pre-declare registers */
|
|
if (USING_GLSL)
|
|
generate_glsl_declarations(iface, buffer);
|
|
else
|
|
generate_arb_declarations(iface, buffer);
|
|
|
|
/* Second pass, process opcodes */
|
|
if (NULL != pToken) {
|
|
while (D3DPS_END() != *pToken) {
|
|
|
|
/* Skip version token */
|
|
if (shader_is_version_token(*pToken)) {
|
|
++pToken;
|
|
continue;
|
|
}
|
|
|
|
/* Skip comment tokens */
|
|
if (shader_is_comment(*pToken)) {
|
|
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
|
++pToken;
|
|
TRACE("#%s\n", (char*)pToken);
|
|
pToken += comment_len;
|
|
continue;
|
|
}
|
|
|
|
/* Read opcode */
|
|
opcode_token = *pToken++;
|
|
curOpcode = shader_get_opcode(iface, opcode_token);
|
|
|
|
/* Unknown opcode and its parameters */
|
|
if (NULL == curOpcode) {
|
|
FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
|
|
pToken += shader_skip_unrecognized(iface, pToken);
|
|
|
|
/* Using GLSL & no generator function exists */
|
|
} else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
|
|
|
|
FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
|
|
pToken += shader_skip_opcode(This, curOpcode, opcode_token);
|
|
|
|
/* Unhandled opcode in ARB */
|
|
} else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
|
|
|
|
FIXME("Token %s requires greater functionality than "
|
|
"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
|
|
pToken += shader_skip_opcode(This, curOpcode, opcode_token);
|
|
|
|
/* If a generator function is set for current shader target, use it */
|
|
} else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
|
|
(USING_GLSL && curOpcode->hw_glsl_fct != NULL)) {
|
|
|
|
SHADER_OPCODE_ARG hw_arg;
|
|
|
|
hw_arg.shader = iface;
|
|
hw_arg.opcode = curOpcode;
|
|
hw_arg.buffer = buffer;
|
|
|
|
if (curOpcode->num_params > 0) {
|
|
|
|
DWORD param, addr_token = 0;
|
|
|
|
/* DCL instruction has usage dst parameter, not register */
|
|
if (curOpcode->opcode == D3DSIO_DCL)
|
|
param = *pToken++;
|
|
else
|
|
pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
|
|
|
|
hw_arg.dst = param;
|
|
hw_arg.dst_addr = addr_token;
|
|
|
|
if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED)
|
|
hw_arg.predicate = *pToken++;
|
|
|
|
for (i = 1; i < curOpcode->num_params; i++) {
|
|
/* DEF* instructions have constant src parameters, not registers */
|
|
if (curOpcode->opcode == D3DSIO_DEF ||
|
|
curOpcode->opcode == D3DSIO_DEFI ||
|
|
curOpcode->opcode == D3DSIO_DEFB) {
|
|
param = *pToken++;
|
|
|
|
} else
|
|
pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
|
|
|
|
hw_arg.src[i-1] = param;
|
|
hw_arg.src_addr[i-1] = addr_token;
|
|
}
|
|
}
|
|
|
|
/* Call appropriate function for output target */
|
|
if (USING_GLSL)
|
|
curOpcode->hw_glsl_fct(&hw_arg);
|
|
else
|
|
curOpcode->hw_fct(&hw_arg);
|
|
|
|
} else {
|
|
|
|
/* Unless we encounter a no-op command, this opcode is unrecognized */
|
|
if (curOpcode->opcode != D3DSIO_NOP) {
|
|
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
|
|
pToken += shader_skip_opcode(This, curOpcode, opcode_token);
|
|
}
|
|
}
|
|
}
|
|
/* TODO: What about result.depth? */
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void shader_dump_ins_modifiers(const DWORD output) {
|
|
|
|
DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
|
|
DWORD mmask = output & D3DSP_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(%ld)", shift); break;
|
|
}
|
|
|
|
if (mmask & D3DSPDM_SATURATE) TRACE("_sat");
|
|
if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp");
|
|
if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid");
|
|
|
|
mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID);
|
|
if (mmask)
|
|
FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT);
|
|
}
|
|
|
|
/* TODO: Move other shared code here */
|