Sweden-Number/dlls/d3dcompiler_43/asmshader.l

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/*
* Direct3D shader assembler
*
* Copyright 2008 Stefan Dösinger
* Copyright 2009 Matteo Bruni
*
* 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 "wine/debug.h"
#include "d3dcompiler_private.h"
#include "asmshader.tab.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
%}
%option noyywrap
%option prefix="asmshader_"
%option noinput nounput never-interactive
/* Swizzles and writemasks consist of a dot and up to 4 x, y, z or w characters,
* or up to 4 a, r, g, b characters. There are different rules for swizzles and
* writemasks wrt repetition, those are handled in the grammar.
*/
DOT \.
COMPONENT [xyzw]|[rgba]
/* Registers */
REG_TEMP r[0-9]+
/* for relative addressing in the form o[x], v[x] and c[x] */
REG_OUTPUT o[0-9]*
REG_INPUT v[0-9]*
REG_CONSTFLOAT c[0-9]*
REG_CONSTINT i[0-9]+
REG_CONSTBOOL b[0-9]+
REG_TEXTURE t[0-9]+
REG_TEXCRDOUT oT[0-9]+
REG_SAMPLER s[0-9]+
REG_OPOS oPos
REG_OFOG oFog
REG_OPTS oPts
REG_VERTEXCOLOR oD[01]
REG_FRAGCOLOR oC[0-9]+
REG_FRAGDEPTH oDepth
REG_VPOS vPos
REG_VFACE vFace
REG_ADDRESS a0
REG_LOOP aL
REG_PREDICATE p0
/* Not really a register, but it is considered as such */
REG_LABEL l[0-9]+
DCL_POSITION _position[0-9]*
DCL_BLENDWEIGHT _blendweight[0-9]*
DCL_BLENDINDICES _blendindices[0-9]*
DCL_NORMAL _normal[0-9]*
DCL_PSIZE _psize[0-9]*
DCL_TEXCOORD _texcoord[0-9]*
DCL_TANGENT _tangent[0-9]*
DCL_BINORMAL _binormal[0-9]*
DCL_TESSFACTOR _tessfactor[0-9]*
DCL_POSITIONT _positiont[0-9]*
DCL_COLOR _color[0-9]*
DCL_FOG _fog[0-9]*
DCL_DEPTH _depth[0-9]*
DCL_SAMPLE _sample[0-9]*
DCL_SAMPLER1D _1d
DCL_SAMPLER2D _2d
DCL_SAMPLERCUBE _cube
DCL_SAMPLERVOLUME _volume
PREPROCESSORDIRECTIVE #[^\n]*\n
/* Comments */
DOUBLESLASHCOMMENT "//"[^\n]*
SEMICOLONCOMMENT ";"[^\n]*
/* Whitespaces are spaces, tabs and newlines */
WHITESPACE [ \t]+
NEWLINE (\n)|(\r\n)
COMMA ","
IMMVAL \-?(([0-9]+\.?)|([0-9]*\.[0-9]+))(f)?
ANY (.)
%%
/* Common instructions(vertex and pixel shaders) */
add {return INSTR_ADD; }
nop {return INSTR_NOP; }
mov {return INSTR_MOV; }
sub {return INSTR_SUB; }
mad {return INSTR_MAD; }
mul {return INSTR_MUL; }
rcp {return INSTR_RCP; }
rsq {return INSTR_RSQ; }
dp3 {return INSTR_DP3; }
dp4 {return INSTR_DP4; }
min {return INSTR_MIN; }
max {return INSTR_MAX; }
slt {return INSTR_SLT; }
sge {return INSTR_SGE; }
abs {return INSTR_ABS; }
exp {return INSTR_EXP; }
log {return INSTR_LOG; }
expp {return INSTR_EXPP; }
logp {return INSTR_LOGP; }
dst {return INSTR_DST; }
lrp {return INSTR_LRP; }
frc {return INSTR_FRC; }
pow {return INSTR_POW; }
crs {return INSTR_CRS; }
sgn {return INSTR_SGN; }
nrm {return INSTR_NRM; }
sincos {return INSTR_SINCOS; }
m4x4 {return INSTR_M4x4; }
m4x3 {return INSTR_M4x3; }
m3x4 {return INSTR_M3x4; }
m3x3 {return INSTR_M3x3; }
m3x2 {return INSTR_M3x2; }
dcl {return INSTR_DCL; }
def {return INSTR_DEF; }
defb {return INSTR_DEFB; }
defi {return INSTR_DEFI; }
rep {return INSTR_REP; }
endrep {return INSTR_ENDREP; }
if {return INSTR_IF; }
else {return INSTR_ELSE; }
endif {return INSTR_ENDIF; }
break {return INSTR_BREAK; }
breakp {return INSTR_BREAKP; }
call {return INSTR_CALL; }
callnz {return INSTR_CALLNZ; }
loop {return INSTR_LOOP; }
ret {return INSTR_RET; }
endloop {return INSTR_ENDLOOP; }
label {return INSTR_LABEL; }
setp {return INSTR_SETP; }
texldl {return INSTR_TEXLDL; }
/* Vertex shader only instructions */
lit {return INSTR_LIT; }
mova {return INSTR_MOVA; }
/* Pixel shader only instructions */
cnd {return INSTR_CND; }
cmp {return INSTR_CMP; }
dp2add {return INSTR_DP2ADD; }
texcoord {return INSTR_TEXCOORD; }
texcrd {return INSTR_TEXCRD; }
texkill {return INSTR_TEXKILL; }
tex {return INSTR_TEX; }
texld {return INSTR_TEXLD; }
texbem {return INSTR_TEXBEM; }
texbeml {return INSTR_TEXBEML; }
texreg2ar {return INSTR_TEXREG2AR; }
texreg2gb {return INSTR_TEXREG2GB; }
texreg2rgb {return INSTR_TEXREG2RGB; }
texm3x2pad {return INSTR_TEXM3x2PAD; }
texm3x2tex {return INSTR_TEXM3x2TEX; }
texm3x3pad {return INSTR_TEXM3x3PAD; }
texm3x3spec {return INSTR_TEXM3x3SPEC; }
texm3x3vspec {return INSTR_TEXM3x3VSPEC; }
texm3x3tex {return INSTR_TEXM3x3TEX; }
texdp3tex {return INSTR_TEXDP3TEX; }
texm3x2depth {return INSTR_TEXM3x2DEPTH; }
texdp3 {return INSTR_TEXDP3; }
texm3x3 {return INSTR_TEXM3x3; }
texdepth {return INSTR_TEXDEPTH; }
bem {return INSTR_BEM; }
dsx {return INSTR_DSX; }
dsy {return INSTR_DSY; }
texldp {return INSTR_TEXLDP; }
texldb {return INSTR_TEXLDB; }
texldd {return INSTR_TEXLDD; }
phase {return INSTR_PHASE; }
{REG_TEMP} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_TEMP;
}
{REG_OUTPUT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_OUTPUT;
}
{REG_INPUT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_INPUT;
}
{REG_CONSTFLOAT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_CONSTFLOAT;
}
{REG_CONSTINT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_CONSTINT;
}
{REG_CONSTBOOL} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_CONSTBOOL;
}
{REG_TEXTURE} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_TEXTURE;
}
{REG_TEXCRDOUT} {
asmshader_lval.regnum = atoi(yytext + 2);
return REG_TEXCRDOUT;
}
{REG_SAMPLER} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_SAMPLER;
}
{REG_OPOS} {return REG_OPOS; }
{REG_OFOG} {return REG_OFOG; }
{REG_OPTS} {return REG_OPTS; }
{REG_VERTEXCOLOR} {
asmshader_lval.regnum = atoi(yytext + 2);
return REG_VERTEXCOLOR;
}
{REG_FRAGCOLOR} {
asmshader_lval.regnum = atoi(yytext + 2);
return REG_FRAGCOLOR;
}
{REG_FRAGDEPTH} {return REG_FRAGDEPTH; }
{REG_VPOS} {return REG_VPOS; }
{REG_VFACE} {return REG_VFACE; }
{REG_ADDRESS} {return REG_ADDRESS; }
{REG_LOOP} {return REG_LOOP; }
{REG_PREDICATE} {return REG_PREDICATE; }
{REG_LABEL} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_LABEL;
}
/* Shader versions. These are important to select the correct
* parser profile.
*/
vs\.1\.0|vs_1_0 {return VER_VS10; }
vs\.1\.1|vs_1_1 {return VER_VS11; }
vs\.2\.0|vs_2_0 {return VER_VS20; }
vs\.2\.x|vs_2_x {return VER_VS2X; }
vs\.3\.0|vs_3_0 {return VER_VS30; }
ps\.1\.0|ps_1_0 {return VER_PS10; }
ps\.1\.1|ps_1_1 {return VER_PS11; }
ps\.1\.2|ps_1_2 {return VER_PS12; }
ps\.1\.3|ps_1_3 {return VER_PS13; }
ps\.1\.4|ps_1_4 {return VER_PS14; }
ps\.2\.0|ps_2_0 {return VER_PS20; }
ps\.2\.x|ps_2_x {return VER_PS2X; }
ps\.3\.0|ps_3_0 {return VER_PS30; }
{DOT} {return yytext[0]; }
{COMPONENT} {
switch(yytext[0]) {
case 'x':
case 'r':
asmshader_lval.component = 0;
break;
case 'y':
case 'g':
asmshader_lval.component = 1;
break;
case 'z':
case 'b':
asmshader_lval.component = 2;
break;
case 'w':
case 'a':
asmshader_lval.component = 3;
break;
}
return COMPONENT;
}
/* Output modifiers */
\_x2 {return SHIFT_X2; }
\_x4 {return SHIFT_X4; }
\_x8 {return SHIFT_X8; }
\_d2 {return SHIFT_D2; }
\_d4 {return SHIFT_D4; }
\_d8 {return SHIFT_D8; }
\_sat {return MOD_SAT; }
\_pp {return MOD_PP; }
\_centroid {return MOD_CENTROID; }
/* compare params */
\_gt {return COMP_GT; }
\_lt {return COMP_LT; }
\_ge {return COMP_GE; }
\_le {return COMP_LE; }
\_eq {return COMP_EQ; }
\_ne {return COMP_NE; }
{IMMVAL} {
asmshader_lval.immval.val = atof(yytext);
asmshader_lval.immval.integer = ((strstr(yytext, ".") == NULL) && (strstr(yytext, "f") == NULL));
return IMMVAL;
}
true {
asmshader_lval.immbool = TRUE;
return IMMBOOL;
}
false {
asmshader_lval.immbool = FALSE;
return IMMBOOL;
}
{COMMA} {return yytext[0]; }
- {return yytext[0]; }
\( {return yytext[0]; }
\) {return yytext[0]; }
/* for relative addressing */
\[|\]|\+ {return yytext[0]; }
\_bias {return SMOD_BIAS; }
/* No _x2 here; it is identical to MOD_X2 */
\_bx2 {return SMOD_SCALEBIAS; }
\_dz {return SMOD_DZ; }
\_dw {return SMOD_DW; }
\_abs {return SMOD_ABS; }
! {return SMOD_NOT; }
{DCL_POSITION} {
if(yytext[strlen("_position")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_position"));
}
return USAGE_POSITION;
}
{DCL_BLENDWEIGHT} {
if(yytext[strlen("_blendweight")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_blendweight"));
}
return USAGE_BLENDWEIGHT;
}
{DCL_BLENDINDICES} {
if(yytext[strlen("_blendindices")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_blendindices"));
}
return USAGE_BLENDINDICES;
}
{DCL_NORMAL} {
if(yytext[strlen("_normal")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_normal"));
}
return USAGE_NORMAL;
}
{DCL_PSIZE} {
if(yytext[strlen("_psize")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_psize"));
}
return USAGE_PSIZE;
}
{DCL_TEXCOORD} {
if(yytext[strlen("_texcoord")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_texcoord"));
}
return USAGE_TEXCOORD;
}
{DCL_TANGENT} {
if(yytext[strlen("_tangent")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_tangent"));
}
return USAGE_TANGENT;
}
{DCL_BINORMAL} {
if(yytext[strlen("_binormal")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_binormal"));
}
return USAGE_BINORMAL;
}
{DCL_TESSFACTOR} {
if(yytext[strlen("_tessfactor")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_tessfactor"));
}
return USAGE_TESSFACTOR;
}
{DCL_POSITIONT} {
if(yytext[strlen("_positiont")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_positiont"));
}
return USAGE_POSITIONT;
}
{DCL_COLOR} {
if(yytext[strlen("_color")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_color"));
}
return USAGE_COLOR;
}
{DCL_FOG} {
if(yytext[strlen("_fog")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_fog"));
}
return USAGE_FOG;
}
{DCL_DEPTH} {
if(yytext[strlen("_depth")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_depth"));
}
return USAGE_DEPTH;
}
{DCL_SAMPLE} {
if(yytext[strlen("_sample")] == '\0') {
asmshader_lval.regnum = 0;
} else {
asmshader_lval.regnum = atoi(yytext + strlen("_sample"));
}
return USAGE_SAMPLE;
}
{DCL_SAMPLER1D} { return SAMPTYPE_1D; }
{DCL_SAMPLER2D} { return SAMPTYPE_2D; }
{DCL_SAMPLERCUBE} { return SAMPTYPE_CUBE; }
{DCL_SAMPLERVOLUME} { return SAMPTYPE_VOLUME; }
{PREPROCESSORDIRECTIVE} {
/* TODO: update current line information */
TRACE("line info update: %s", yytext);
}
/* Skip comments */
{DOUBLESLASHCOMMENT} { }
{SEMICOLONCOMMENT} { }
{WHITESPACE} { /* Do nothing */ }
{NEWLINE} {
asm_ctx.line_no++;
}
{ANY} {
asmparser_message(&asm_ctx, "Line %u: Unexpected input %s\n", asm_ctx.line_no, yytext);
set_parse_status(&asm_ctx.status, PARSE_ERR);
}
%%
struct bwriter_shader *SlAssembleShader(const char *text, char **messages) {
struct bwriter_shader *ret = NULL;
YY_BUFFER_STATE buffer;
TRACE("%p, %p\n", text, messages);
buffer = asmshader__scan_string(text);
asmshader__switch_to_buffer(buffer);
ret = parse_asm_shader(messages);
asmshader__delete_buffer(buffer);
return ret;
}