Sweden-Number/dlls/d3dx9_36/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 "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "d3dx9_36_private.h"
#include "asmshader.tab.h"
WINE_DEFAULT_DEBUG_CHANNEL(asmshader);
%}
%option noyywrap
%option prefix="asmshader_"
%option noinput nounput
/* Registers */
REG_TEMP r[0-9]+
/* for relative addressing in the form o[x], v[x] and c[x] */
REG_CONSTFLOAT c[0-9]*
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) */
mov {return INSTR_MOV; }
{REG_TEMP} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_TEMP;
}
{REG_CONSTFLOAT} {
asmshader_lval.regnum = atoi(yytext + 1);
return REG_CONSTFLOAT;
}
/* 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 {return VER_VS20; }
vs_2_x {return VER_VS2X; }
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 {return VER_PS20; }
ps_2_x {return VER_PS2X; }
ps_3_0 {return VER_PS30; }
{COMMA} {return yytext[0]; }
- {return yytext[0]; }
\( {return yytext[0]; }
\) {return yytext[0]; }
{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, 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;
}