Sweden-Number/dlls/wined3d/baseshader.c

1155 lines
43 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);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
static inline BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
}
void shader_buffer_init(struct SHADER_BUFFER *buffer)
{
buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
buffer->buffer[0] = '\0';
buffer->bsize = 0;
buffer->lineNo = 0;
buffer->newline = TRUE;
}
void shader_buffer_free(struct SHADER_BUFFER *buffer)
{
HeapFree(GetProcessHeap(), 0, buffer->buffer);
}
int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
{
char* base = buffer->buffer + buffer->bsize;
int rc;
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, 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;
}
int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
{
int ret;
va_list args;
va_start(args, format);
ret = shader_vaddline(buffer, format, args);
va_end(args);
return ret;
}
void shader_init(struct IWineD3DBaseShaderClass *shader,
IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
{
shader->ref = 1;
shader->device = device;
shader->shader_ins = instruction_table;
list_init(&shader->linked_programs);
}
const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
{
DWORD i = 0;
/** TODO: use dichotomic search */
while (opcode_table[i].name)
{
if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
&& shader_version >= opcode_table[i].min_version
&& (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
{
return &opcode_table[i];
}
++i;
}
FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
return NULL;
}
/* Read a parameter opcode from the input stream,
* and possibly a relative addressing token.
* Return the number of tokens read */
static int shader_get_param(const DWORD *pToken, DWORD shader_version, 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 */
char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_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(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
{
/* 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(shader_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 */
static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
{
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(pToken, shader_version, &param, &addr_token);
pToken += tokens_read;
FIXME("Unrecognized opcode param: token=0x%08x "
"addr_token=0x%08x name=", param, addr_token);
shader_dump_param(param, addr_token, i, shader_version);
FIXME("\n");
++i;
}
return tokens_read;
}
/* Convert floating point offset relative
* to a register file to an absolute offset for float constants */
static 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);
}
static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
{
dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
dst->register_idx = param & WINED3DSP_REGNUM_MASK;
dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
dst->token = param;
dst->addr_token = addr_param;
}
/* Note that this does not count the loop register
* as an address register. */
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
const DWORD *byte_code)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
DWORD shader_version;
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
const DWORD* pToken = byte_code;
char pshader;
/* There are some minor differences between pixel and vertex shaders */
memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
/* 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);
/* The version token is supposed to be the first token */
if (!shader_is_version_token(*pToken))
{
FIXME("First token is not a version token, invalid shader.\n");
return WINED3DERR_INVALIDCALL;
}
reg_maps->shader_version = shader_version = *pToken++;
pshader = shader_is_pshader_version(shader_version);
while (WINED3DVS_END() != *pToken) {
CONST SHADER_OPCODE* curOpcode;
DWORD opcode_token;
/* Skip comments */
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(shader_ins, shader_version, 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 & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantics_in[regnum].usage_idx =
(usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
/* 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 & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantics_out[regnum].usage_idx =
(usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
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(shader_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;
/* Rep and Loop always use an integer constant for the control parameters */
This->baseShader.uses_int_consts = TRUE;
} 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(shader_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;
TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
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(pToken, shader_version, &param, &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;
}
}
else if(WINED3DSPR_CONSTINT == regtype) {
This->baseShader.uses_int_consts = TRUE;
}
else if(WINED3DSPR_CONSTBOOL == regtype) {
This->baseShader.uses_bool_consts = 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(shader_version) < 3)
{
reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
}
}
}
}
++pToken;
reg_maps->loop_depth = max_loop_depth;
This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
return WINED3D_OK;
}
static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
{
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(0x%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 */
if (shader_is_pshader_version(shader_version) && shader_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(0x%08x)", usage);
}
}
}
static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
unsigned int reg, int input, DWORD shader_version)
{
char relative =
((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
if (relative) {
TRACE("[");
if (addr_token)
shader_dump_param(addr_token, 0, input, shader_version);
else
TRACE("a0.x");
TRACE(" + ");
}
TRACE("%u", reg);
if (relative)
TRACE("]");
}
static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
{
static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
static const char * const misctype_reg_names[] = { "vPos", "vFace"};
const char *swizzle_reg_chars = "xyzw";
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(shader_version);
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(param, addr_token, reg, input, shader_version);
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
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(shader_version) >= 3) {
TRACE("o");
shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
}
else
TRACE("oT%u", reg);
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
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_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (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_x == swizzle_y &&
swizzle_x == swizzle_z &&
swizzle_x == swizzle_w) {
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
} else {
TRACE(".%c%c%c%c",
swizzle_reg_chars[swizzle_x],
swizzle_reg_chars[swizzle_y],
swizzle_reg_chars[swizzle_z],
swizzle_reg_chars[swizzle_w]);
}
}
}
}
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on msdn */
void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
DWORD shader_version = reg_maps->shader_version;
struct wined3d_shader_dst_param dst_param;
struct wined3d_shader_instruction ins;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode;
SHADER_HANDLER hw_fct;
DWORD i;
/* Initialize current parsing state */
ins.shader = iface;
ins.buffer = buffer;
ins.reg_maps = reg_maps;
ins.dst = &dst_param;
This->baseShader.parse_state.current_row = 0;
while (WINED3DPS_END() != *pToken)
{
DWORD opcode_token;
/* Skip version token */
if (shader_is_version_token(*pToken))
{
++pToken;
continue;
}
/* Skip comment tokens */
if (shader_is_comment(*pToken))
{
pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
++pToken;
continue;
}
/* Read opcode */
opcode_token = *pToken++;
curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
/* Unknown opcode and its parameters */
if (!curOpcode)
{
FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
pToken += shader_skip_unrecognized(pToken, shader_version);
continue;
}
/* Nothing to do */
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(curOpcode, opcode_token, shader_version);
continue;
}
/* Select handler */
hw_fct = handler_table[curOpcode->handler_idx];
/* Unhandled opcode */
if (!hw_fct)
{
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
continue;
}
ins.handler_idx = curOpcode->handler_idx;
ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
ins.coissue = opcode_token & WINED3DSI_COISSUE;
/* Destination token */
ins.dst_count = curOpcode->dst_token ? 1 : 0;
if (ins.dst_count)
{
DWORD param, addr_param = 0;
pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
shader_parse_dst_param(param, addr_param, &dst_param);
}
/* Predication token */
if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
/* Other source tokens */
ins.src_count = curOpcode->num_params - curOpcode->dst_token;
for (i = 0; i < ins.src_count; ++i)
{
DWORD param, addr_token = 0;
pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
ins.src[i] = param;
ins.src_addr[i] = addr_token;
}
/* Call appropriate function for output target */
hw_fct(&ins);
/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
/* FIXME: This should be internal to the shader backend.
* Also, right now this is the only reason "shader_mode" exists. */
if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
}
}
static 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);
}
void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
{
const DWORD* pToken = pFunction;
const SHADER_OPCODE* curOpcode = NULL;
DWORD shader_version;
DWORD opcode_token;
DWORD i;
TRACE("Parsing %p\n", pFunction);
/* The version token is supposed to be the first token */
if (!shader_is_version_token(*pToken))
{
FIXME("First token is not a version token, invalid shader.\n");
return;
}
shader_version = *pToken++;
TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
while (WINED3DVS_END() != *pToken)
{
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;
continue;
}
opcode_token = *pToken++;
curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
if (!curOpcode)
{
int tokens_read;
FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
tokens_read = shader_skip_unrecognized(pToken, shader_version);
pToken += tokens_read;
}
else
{
if (curOpcode->opcode == WINED3DSIO_DCL)
{
DWORD usage = *pToken;
DWORD param = *(pToken + 1);
shader_dump_decl_usage(usage, param, shader_version);
shader_dump_ins_modifiers(param);
TRACE(" ");
shader_dump_param(param, 0, 0, shader_version);
pToken += 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;
}
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;
}
else if (curOpcode->opcode == WINED3DSIO_DEFB)
{
TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
*(pToken + 1)? "true": "false");
pToken += 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(*(pToken + 2), 0, 1, shader_version);
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
&& shader_version >= WINED3DPS_VERSION(2,0)
&& (opcode_token & WINED3DSI_TEXLD_PROJECT))
{
TRACE("p");
}
/* Destination token */
if (curOpcode->dst_token)
{
tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
pToken += tokens_read;
shader_dump_ins_modifiers(param);
TRACE(" ");
shader_dump_param(param, addr_token, 0, shader_version);
}
/* Predication token - already printed out, just skip it */
if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
{
pToken++;
}
/* Other source tokens */
for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
{
tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
pToken += tokens_read;
TRACE((i == 0)? " " : ", ");
shader_dump_param(param, addr_token, 1, shader_version);
}
}
TRACE("\n");
}
}
}
void shader_cleanup(IWineD3DBaseShader *iface)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
((IWineD3DDeviceImpl *)This->baseShader.device)->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);
}
static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
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 GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
FIXME("NONE shader backend asked to generate a pixel shader\n");
return 0;
}
static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
FIXME("NONE shader backend asked to generate a vertex shader\n");
return 0;
}
#define GLINFO_LOCATION (*gl_info)
static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
{
/* Set the shader caps to 0 for the none shader backend */
pCaps->VertexShaderVersion = 0;
pCaps->PixelShaderVersion = 0;
pCaps->PixelShader1xMaxValue = 0.0;
}
#undef GLINFO_LOCATION
static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
/* Faked to make some apps happy. */
if (!is_yuv_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
const shader_backend_t none_shader_backend = {
shader_none_instruction_handler_table,
shader_none_select,
shader_none_select_depth_blt,
shader_none_deselect_depth_blt,
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,
shader_none_load_constants,
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_color_fixup_supported,
};