240 lines
7.1 KiB
C
240 lines
7.1 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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*
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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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inline static BOOL shader_is_version_token(DWORD token) {
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return 0xFFFF0000 == (token & 0xFFFF0000) ||
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0xFFFE0000 == (token & 0xFFFF0000);
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}
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inline static BOOL shader_is_comment_token(DWORD token) {
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return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
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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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/* 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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/* 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_token(*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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curOpcode = shader_get_opcode(iface, *pToken);
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++pToken;
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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;
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for (i = 0; i < curOpcode->num_params; ++i) {
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DWORD regtype = (((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
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DWORD reg = (*pToken) & 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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++pToken;
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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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/* TODO: Move other shared code here */
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