424 lines
14 KiB
C
424 lines
14 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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#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 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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/** Generate the variable & register declarations for the ARB_vertex_program
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output target */
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void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i;
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (This->baseShader.temps_used & (1 << i))
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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}
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/** Generate the variable & register declarations for the GLSL
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output target */
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void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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FIXME("GLSL not fully implemented yet.\n");
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}
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/** Shared code in order to generate the bulk of the shader string.
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Use the shader_header_fct & shader_footer_fct to add strings
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that are specific to pixel or vertex functions
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NOTE: A description of how to parse tokens can be found at:
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http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
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void generate_base_shader(
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IWineD3DBaseShader *iface,
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SHADER_BUFFER* buffer,
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CONST DWORD* pFunction) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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const DWORD *pToken = pFunction;
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const SHADER_OPCODE *curOpcode = NULL;
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DWORD i;
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/* Initialize current parsing state */
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This->baseShader.parse_state.current_row = 0;
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/* First pass: figure out which temporary and texture registers are used */
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shader_get_registers_used(iface, pToken);
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TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
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This->baseShader.textures_used, This->baseShader.temps_used);
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/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
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nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
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nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
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*/
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/* Pre-declare registers */
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if (USING_GLSL)
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generate_glsl_declarations(iface, buffer);
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else
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generate_arb_declarations(iface, buffer);
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/* Second pass, process opcodes */
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if (NULL != pToken) {
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while (D3DPS_END() != *pToken) {
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/* Skip version token */
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if (shader_is_version_token(*pToken)) {
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++pToken;
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continue;
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}
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/* Skip comment tokens */
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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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TRACE("#%s\n", (char*)pToken);
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pToken += comment_len;
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continue;
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}
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/* Read opcode */
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curOpcode = shader_get_opcode(iface, *pToken);
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++pToken;
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/* Unknown opcode and its parameters */
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if (NULL == curOpcode) {
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while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
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FIXME("unrecognized opcode: %08lx\n", *pToken);
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++pToken;
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}
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/* Using GLSL & no generator function exists */
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} else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
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FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
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pToken += curOpcode->num_params;
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/* Unhandled opcode in ARB */
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} else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
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FIXME("Token %s requires greater functionality than "
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"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
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pToken += curOpcode->num_params;
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/* If a generator function is set for current shader target, use it */
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} else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
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(USING_GLSL && curOpcode->hw_glsl_fct != NULL)) {
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SHADER_OPCODE_ARG hw_arg;
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hw_arg.shader = iface;
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hw_arg.opcode = curOpcode;
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hw_arg.buffer = buffer;
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if (curOpcode->num_params > 0) {
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hw_arg.dst = *pToken;
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/* FIXME: this does not account for relative address tokens */
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for (i = 1; i < curOpcode->num_params; i++)
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hw_arg.src[i-1] = *(pToken + i);
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}
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/* Call appropriate function for output target */
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if (USING_GLSL)
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curOpcode->hw_glsl_fct(&hw_arg);
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else
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curOpcode->hw_fct(&hw_arg);
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pToken += curOpcode->num_params;
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} else {
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TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
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curOpcode->name, curOpcode->glname, curOpcode->num_params);
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/* Unless we encounter a no-op command, this opcode is unrecognized */
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if (curOpcode->opcode != D3DSIO_NOP) {
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FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
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pToken += curOpcode->num_params;
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}
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}
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}
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/* TODO: What about result.depth? */
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}
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}
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void shader_dump_ins_modifiers(const DWORD output) {
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DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
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DWORD mmask = output & D3DSP_DSTMOD_MASK;
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switch (shift) {
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case 0: break;
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case 13: TRACE("_d8"); break;
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case 14: TRACE("_d4"); break;
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case 15: TRACE("_d2"); break;
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case 1: TRACE("_x2"); break;
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case 2: TRACE("_x4"); break;
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case 3: TRACE("_x8"); break;
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default: TRACE("_unhandled_shift(%ld)", shift); break;
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}
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switch(mmask) {
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case D3DSPDM_NONE: break;
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case D3DSPDM_SATURATE: TRACE("_sat"); break;
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case D3DSPDM_PARTIALPRECISION: TRACE("_pp"); break;
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case D3DSPDM_MSAMPCENTROID: TRACE("_centroid"); break;
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default: TRACE("_unhandled_modifier(%#lx)", mmask); break;
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}
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}
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/* TODO: Move other shared code here */
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