| /* |
| * shaders implementation |
| * |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * |
| * 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); |
| |
| #define GLNAME_REQUIRE_GLSL ((const char *)1) |
| |
| inline static BOOL shader_is_version_token(DWORD token) { |
| return shader_is_pshader_version(token) || |
| shader_is_vshader_version(token); |
| } |
| |
| int shader_addline( |
| SHADER_BUFFER* buffer, |
| const char *format, ...) { |
| |
| char* base = buffer->buffer + buffer->bsize; |
| int rc; |
| |
| va_list args; |
| va_start(args, format); |
| rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args); |
| va_end(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; |
| } |
| |
| buffer->bsize += rc; |
| buffer->lineNo++; |
| TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base); |
| return 0; |
| } |
| |
| const SHADER_OPCODE* shader_get_opcode( |
| IWineD3DBaseShader *iface, const DWORD code) { |
| |
| IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface; |
| |
| DWORD i = 0; |
| DWORD version = This->baseShader.version; |
| DWORD hex_version = This->baseShader.hex_version; |
| const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins; |
| |
| /** TODO: use dichotomic search */ |
| while (NULL != shader_ins[i].name) { |
| if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) && |
| (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) || |
| ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) { |
| return &shader_ins[i]; |
| } |
| ++i; |
| } |
| FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n", |
| code, code, code & D3DSI_OPCODE_MASK, version); |
| return NULL; |
| } |
| |
| /* Read a parameter opcode from the input stream, |
| * and possibly a relative addressing token. |
| * Return the number of tokens read */ |
| int shader_get_param( |
| IWineD3DBaseShader* iface, |
| const DWORD* pToken, |
| 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 */ |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| char rel_token = D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 && |
| ((*pToken & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_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( |
| IWineD3DBaseShaderImpl* This, |
| const SHADER_OPCODE* curOpcode, |
| DWORD opcode_token) { |
| |
| /* Shaders >= 2.0 may contain address tokens, but fortunately they |
| * have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */ |
| |
| return (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)? |
| ((opcode_token & D3DSI_INSTLENGTH_MASK) >> D3DSI_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 */ |
| |
| int shader_skip_unrecognized( |
| IWineD3DBaseShader* iface, |
| const DWORD* pToken) { |
| |
| 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(iface, pToken, ¶m, &addr_token); |
| pToken += tokens_read; |
| |
| FIXME("Unrecognized opcode param: token=%08lX " |
| "addr_token=%08lX name=", param, addr_token); |
| shader_dump_param(iface, param, addr_token, i); |
| FIXME("\n"); |
| ++i; |
| } |
| return tokens_read; |
| } |
| |
| /* Convert floating point offset relative |
| * to a register file to an absolute offset for float constants */ |
| |
| unsigned int shader_get_float_offset(const DWORD reg) { |
| |
| unsigned int regnum = reg & D3DSP_REGNUM_MASK; |
| int regtype = shader_get_regtype(reg); |
| |
| switch (regtype) { |
| case D3DSPR_CONST: return regnum; |
| case D3DSPR_CONST2: return 2048 + regnum; |
| case D3DSPR_CONST3: return 4096 + regnum; |
| case D3DSPR_CONST4: return 6144 + regnum; |
| default: |
| FIXME("Unsupported register type: %d\n", regtype); |
| return regnum; |
| } |
| } |
| |
| /* Note that this does not count the loop register |
| * as an address register. */ |
| |
| static void shader_get_registers_used( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| CONST DWORD* pToken) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| |
| if (pToken == NULL) |
| return; |
| |
| reg_maps->temporary = 0; |
| reg_maps->texcoord = 0; |
| reg_maps->address = 0; |
| |
| while (D3DVS_END() != *pToken) { |
| CONST SHADER_OPCODE* curOpcode; |
| DWORD opcode_token; |
| |
| /* Skip version */ |
| if (shader_is_version_token(*pToken)) { |
| ++pToken; |
| continue; |
| |
| /* Skip comments */ |
| } else if (shader_is_comment(*pToken)) { |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| pToken += comment_len; |
| continue; |
| } |
| |
| /* Fetch opcode */ |
| opcode_token = *pToken++; |
| curOpcode = shader_get_opcode(iface, opcode_token); |
| |
| /* Unhandled opcode, and its parameters */ |
| if (NULL == curOpcode) { |
| while (*pToken & 0x80000000) |
| ++pToken; |
| continue; |
| |
| /* Skip declarations (for now) */ |
| } else if (D3DSIO_DCL == curOpcode->opcode) { |
| pToken += curOpcode->num_params; |
| continue; |
| |
| /* Skip definitions (for now) */ |
| } else if (D3DSIO_DEF == curOpcode->opcode) { |
| pToken += curOpcode->num_params; |
| continue; |
| |
| /* Set texture registers, and temporary registers */ |
| } else { |
| int i, limit; |
| |
| /* 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 & D3DSHADER_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(iface, pToken, ¶m, &addr_token); |
| |
| regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT; |
| reg = param & D3DSP_REGNUM_MASK; |
| |
| if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */ |
| |
| if (shader_is_pshader_version(This->baseShader.hex_version)) |
| reg_maps->texcoord |= (1 << reg); |
| else |
| reg_maps->address |= (1 << reg); |
| } |
| |
| if (D3DSPR_TEMP == regtype) |
| reg_maps->temporary |= (1 << reg); |
| } |
| } |
| } |
| } |
| |
| void shader_program_dump_decl_usage( |
| DWORD decl, |
| DWORD param) { |
| |
| DWORD regtype = shader_get_regtype(param); |
| TRACE("dcl_"); |
| |
| if (regtype == D3DSPR_SAMPLER) { |
| DWORD ttype = decl & D3DSP_TEXTURETYPE_MASK; |
| |
| switch (ttype) { |
| case D3DSTT_2D: TRACE("2d"); break; |
| case D3DSTT_CUBE: TRACE("cube"); break; |
| case D3DSTT_VOLUME: TRACE("volume"); break; |
| default: TRACE("unknown_ttype(%08lx)", ttype); |
| } |
| |
| } else { |
| |
| DWORD usage = decl & D3DSP_DCL_USAGE_MASK; |
| DWORD idx = (decl & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT; |
| |
| switch(usage) { |
| case D3DDECLUSAGE_POSITION: |
| TRACE("%s%ld", "position", idx); |
| break; |
| case D3DDECLUSAGE_BLENDINDICES: |
| TRACE("%s", "blend"); |
| break; |
| case D3DDECLUSAGE_BLENDWEIGHT: |
| TRACE("%s", "weight"); |
| break; |
| case D3DDECLUSAGE_NORMAL: |
| TRACE("%s%ld", "normal", idx); |
| break; |
| case D3DDECLUSAGE_PSIZE: |
| TRACE("%s", "psize"); |
| break; |
| case D3DDECLUSAGE_COLOR: |
| if(idx == 0) { |
| TRACE("%s", "color"); |
| } else { |
| TRACE("%s%ld", "specular", (idx - 1)); |
| } |
| break; |
| case D3DDECLUSAGE_TEXCOORD: |
| TRACE("%s%ld", "texture", idx); |
| break; |
| case D3DDECLUSAGE_TANGENT: |
| TRACE("%s", "tangent"); |
| break; |
| case D3DDECLUSAGE_BINORMAL: |
| TRACE("%s", "binormal"); |
| break; |
| case D3DDECLUSAGE_TESSFACTOR: |
| TRACE("%s", "tessfactor"); |
| break; |
| case D3DDECLUSAGE_POSITIONT: |
| TRACE("%s%ld", "positionT", idx); |
| break; |
| case D3DDECLUSAGE_FOG: |
| TRACE("%s", "fog"); |
| break; |
| case D3DDECLUSAGE_DEPTH: |
| TRACE("%s", "depth"); |
| break; |
| case D3DDECLUSAGE_SAMPLE: |
| TRACE("%s", "sample"); |
| break; |
| default: |
| FIXME("unknown_semantics(%08lx)", usage); |
| } |
| } |
| } |
| |
| static void shader_dump_arr_entry( |
| IWineD3DBaseShader *iface, |
| const DWORD param, |
| const DWORD addr_token, |
| unsigned int reg, |
| int input) { |
| |
| char relative = |
| ((param & D3DSHADER_ADDRESSMODE_MASK) == D3DSHADER_ADDRMODE_RELATIVE); |
| |
| if (relative) { |
| TRACE("["); |
| if (addr_token) |
| shader_dump_param(iface, addr_token, 0, input); |
| else |
| TRACE("a0.x"); |
| TRACE(" + "); |
| } |
| TRACE("%u", reg); |
| if (relative) |
| TRACE("]"); |
| } |
| |
| void shader_dump_param( |
| IWineD3DBaseShader *iface, |
| const DWORD param, |
| const DWORD addr_token, |
| int input) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; |
| char swizzle_reg_chars[4]; |
| |
| DWORD reg = param & D3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| |
| /* There are some minor differences between pixel and vertex shaders */ |
| BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| |
| /* For one, we'd prefer color components to be shown for pshaders. |
| * FIXME: use the swizzle function for this */ |
| |
| swizzle_reg_chars[0] = pshader? 'r': 'x'; |
| swizzle_reg_chars[1] = pshader? 'g': 'y'; |
| swizzle_reg_chars[2] = pshader? 'b': 'z'; |
| swizzle_reg_chars[3] = pshader? 'a': 'w'; |
| |
| if (input) { |
| if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) || |
| ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) || |
| ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) || |
| ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) ) |
| TRACE("-"); |
| else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP) |
| TRACE("1-"); |
| else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NOT) |
| TRACE("!"); |
| } |
| |
| switch (regtype) { |
| case D3DSPR_TEMP: |
| TRACE("r%lu", reg); |
| break; |
| case D3DSPR_INPUT: |
| TRACE("v"); |
| shader_dump_arr_entry(iface, param, addr_token, reg, input); |
| break; |
| case D3DSPR_CONST: |
| case D3DSPR_CONST2: |
| case D3DSPR_CONST3: |
| case D3DSPR_CONST4: |
| TRACE("c"); |
| shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input); |
| break; |
| case D3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */ |
| TRACE("%c%lu", (pshader? 't':'a'), reg); |
| break; |
| case D3DSPR_RASTOUT: |
| TRACE("%s", rastout_reg_names[reg]); |
| break; |
| case D3DSPR_COLOROUT: |
| TRACE("oC%lu", reg); |
| break; |
| case D3DSPR_DEPTHOUT: |
| TRACE("oDepth"); |
| break; |
| case D3DSPR_ATTROUT: |
| TRACE("oD%lu", reg); |
| break; |
| case D3DSPR_TEXCRDOUT: |
| |
| /* Vertex shaders >= 3.0 use general purpose output registers |
| * (D3DSPR_OUTPUT), which can include an address token */ |
| |
| if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) { |
| TRACE("o"); |
| shader_dump_arr_entry(iface, param, addr_token, reg, input); |
| } |
| else |
| TRACE("oT%lu", reg); |
| break; |
| case D3DSPR_CONSTINT: |
| TRACE("i"); |
| shader_dump_arr_entry(iface, param, addr_token, reg, input); |
| break; |
| case D3DSPR_CONSTBOOL: |
| TRACE("b"); |
| shader_dump_arr_entry(iface, param, addr_token, reg, input); |
| break; |
| case D3DSPR_LABEL: |
| TRACE("l%lu", reg); |
| break; |
| case D3DSPR_LOOP: |
| TRACE("aL"); |
| break; |
| case D3DSPR_SAMPLER: |
| TRACE("s%lu", reg); |
| break; |
| case D3DSPR_PREDICATE: |
| TRACE("p%lu", reg); |
| break; |
| default: |
| TRACE("unhandled_rtype(%#lx)", regtype); |
| break; |
| } |
| |
| if (!input) { |
| /* operand output (for modifiers and shift, see dump_ins_modifiers) */ |
| |
| if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { |
| TRACE("."); |
| if (param & D3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]); |
| if (param & D3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]); |
| if (param & D3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]); |
| if (param & D3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]); |
| } |
| |
| } else { |
| /** operand input */ |
| DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; |
| DWORD swizzle_r = swizzle & 0x03; |
| DWORD swizzle_g = (swizzle >> 2) & 0x03; |
| DWORD swizzle_b = (swizzle >> 4) & 0x03; |
| DWORD swizzle_a = (swizzle >> 6) & 0x03; |
| |
| if (0 != (param & D3DSP_SRCMOD_MASK)) { |
| DWORD mask = param & D3DSP_SRCMOD_MASK; |
| switch (mask) { |
| case D3DSPSM_NONE: break; |
| case D3DSPSM_NEG: break; |
| case D3DSPSM_NOT: break; |
| case D3DSPSM_BIAS: TRACE("_bias"); break; |
| case D3DSPSM_BIASNEG: TRACE("_bias"); break; |
| case D3DSPSM_SIGN: TRACE("_bx2"); break; |
| case D3DSPSM_SIGNNEG: TRACE("_bx2"); break; |
| case D3DSPSM_COMP: break; |
| case D3DSPSM_X2: TRACE("_x2"); break; |
| case D3DSPSM_X2NEG: TRACE("_x2"); break; |
| case D3DSPSM_DZ: TRACE("_dz"); break; |
| case D3DSPSM_DW: TRACE("_dw"); break; |
| default: |
| TRACE("_unknown_modifier(%#lx)", mask >> D3DSP_SRCMOD_SHIFT); |
| } |
| } |
| |
| /** |
| * swizzle bits fields: |
| * RRGGBBAA |
| */ |
| if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ |
| if (swizzle_r == swizzle_g && |
| swizzle_r == swizzle_b && |
| swizzle_r == swizzle_a) { |
| TRACE(".%c", swizzle_reg_chars[swizzle_r]); |
| } else { |
| TRACE(".%c%c%c%c", |
| swizzle_reg_chars[swizzle_r], |
| swizzle_reg_chars[swizzle_g], |
| swizzle_reg_chars[swizzle_b], |
| swizzle_reg_chars[swizzle_a]); |
| } |
| } |
| } |
| } |
| |
| /** Generate the variable & register declarations for the ARB_vertex_program |
| output target */ |
| void generate_arb_declarations( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| SHADER_BUFFER* buffer) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| DWORD i; |
| |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary & (1 << i)) |
| shader_addline(buffer, "TEMP R%lu;\n", i); |
| } |
| |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address & (1 << i)) |
| shader_addline(buffer, "ADDRESS A%ld;\n", i); |
| } |
| |
| for(i = 0; i < This->baseShader.limits.texture; i++) { |
| if (reg_maps->texcoord & (1 << i)) |
| shader_addline(buffer,"TEMP T%lu;\n", i); |
| } |
| |
| /* Texture coordinate registers must be pre-loaded */ |
| for (i = 0; i < This->baseShader.limits.texture; i++) { |
| if (reg_maps->texcoord & (1 << i)) |
| shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i); |
| } |
| |
| /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ |
| shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", |
| This->baseShader.limits.constant_float, |
| This->baseShader.limits.constant_float - 1); |
| } |
| |
| /** Generate the variable & register declarations for the GLSL |
| output target */ |
| void generate_glsl_declarations( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| SHADER_BUFFER* buffer) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| int i; |
| |
| FIXME("GLSL not fully implemented yet.\n"); |
| |
| /* Declare the constants (aka uniforms) */ |
| shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); |
| |
| /* Declare address variables */ |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address & (1 << i)) |
| shader_addline(buffer, "ivec4 A%ld;\n", i); |
| } |
| |
| /* Declare all named attributes (TODO: Add this to the reg_maps |
| * and only declare those that are needed) */ |
| for (i = 0; i < This->baseShader.limits.attributes; i++) { |
| shader_addline(buffer, "attribute vec4 attrib%i;\n", i); |
| } |
| |
| /* Declare temporary variables */ |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary & (1 << i)) |
| shader_addline(buffer, "vec4 R%lu;\n", i); |
| } |
| |
| /* Start the main program */ |
| shader_addline(buffer, "void main() {\n"); |
| } |
| |
| /** Shared code in order to generate the bulk of the shader string. |
| Use the shader_header_fct & shader_footer_fct to add strings |
| that are specific to pixel or vertex functions |
| NOTE: A description of how to parse tokens can be found at: |
| http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */ |
| void generate_base_shader( |
| IWineD3DBaseShader *iface, |
| SHADER_BUFFER* buffer, |
| CONST DWORD* pFunction) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| const DWORD *pToken = pFunction; |
| const SHADER_OPCODE *curOpcode = NULL; |
| SHADER_HANDLER hw_fct = NULL; |
| DWORD opcode_token; |
| DWORD i; |
| shader_reg_maps reg_maps; |
| |
| /* Initialize current parsing state */ |
| SHADER_OPCODE_ARG hw_arg; |
| hw_arg.shader = iface; |
| hw_arg.buffer = buffer; |
| hw_arg.reg_maps = ®_maps; |
| This->baseShader.parse_state.current_row = 0; |
| |
| /* First pass: figure out which temporary and texture registers are used */ |
| shader_get_registers_used(iface, ®_maps, pToken); |
| |
| /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded |
| nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR |
| nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB |
| */ |
| |
| /* Pre-declare registers */ |
| if (wined3d_settings.shader_mode == SHADER_GLSL) { |
| generate_glsl_declarations(iface, ®_maps, buffer); |
| } else { |
| generate_arb_declarations(iface, ®_maps, buffer); |
| } |
| |
| /* Second pass, process opcodes */ |
| if (NULL != pToken) { |
| while (D3DPS_END() != *pToken) { |
| |
| /* Skip version token */ |
| if (shader_is_version_token(*pToken)) { |
| ++pToken; |
| continue; |
| } |
| |
| /* Skip comment tokens */ |
| if (shader_is_comment(*pToken)) { |
| DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT; |
| ++pToken; |
| TRACE("#%s\n", (char*)pToken); |
| pToken += comment_len; |
| continue; |
| } |
| |
| /* Read opcode */ |
| opcode_token = *pToken++; |
| curOpcode = shader_get_opcode(iface, opcode_token); |
| hw_fct = (curOpcode == NULL)? NULL: |
| (wined3d_settings.shader_mode == SHADER_GLSL)? |
| curOpcode->hw_glsl_fct : curOpcode->hw_fct; |
| |
| /* Unknown opcode and its parameters */ |
| if (NULL == curOpcode) { |
| FIXME("Unrecognized opcode: token=%08lX\n", opcode_token); |
| pToken += shader_skip_unrecognized(iface, pToken); |
| |
| /* If a generator function is set for current shader target, use it */ |
| } else if (hw_fct != NULL) { |
| |
| hw_arg.opcode = curOpcode; |
| |
| if (curOpcode->num_params > 0) { |
| |
| DWORD param, addr_token = 0; |
| |
| /* DCL instruction has usage dst parameter, not register */ |
| if (curOpcode->opcode == D3DSIO_DCL) |
| param = *pToken++; |
| else |
| pToken += shader_get_param(iface, pToken, ¶m, &addr_token); |
| |
| hw_arg.dst = param; |
| hw_arg.dst_addr = addr_token; |
| |
| if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) |
| hw_arg.predicate = *pToken++; |
| |
| for (i = 1; i < curOpcode->num_params; i++) { |
| /* DEF* instructions have constant src parameters, not registers */ |
| if (curOpcode->opcode == D3DSIO_DEF || |
| curOpcode->opcode == D3DSIO_DEFI || |
| curOpcode->opcode == D3DSIO_DEFB) { |
| param = *pToken++; |
| |
| } else |
| pToken += shader_get_param(iface, pToken, ¶m, &addr_token); |
| |
| hw_arg.src[i-1] = param; |
| hw_arg.src_addr[i-1] = addr_token; |
| } |
| } |
| |
| /* Call appropriate function for output target */ |
| hw_fct(&hw_arg); |
| |
| } else { |
| |
| /* Unless we encounter a no-op command, this opcode is unrecognized */ |
| if (curOpcode->opcode != D3DSIO_NOP) { |
| FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); |
| pToken += shader_skip_opcode(This, curOpcode, opcode_token); |
| } |
| } |
| } |
| /* TODO: What about result.depth? */ |
| |
| } |
| } |
| |
| void shader_dump_ins_modifiers(const DWORD output) { |
| |
| DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; |
| DWORD mmask = output & D3DSP_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(%ld)", shift); break; |
| } |
| |
| if (mmask & D3DSPDM_SATURATE) TRACE("_sat"); |
| if (mmask & D3DSPDM_PARTIALPRECISION) TRACE("_pp"); |
| if (mmask & D3DSPDM_MSAMPCENTROID) TRACE("_centroid"); |
| |
| mmask &= ~(D3DSPDM_SATURATE | D3DSPDM_PARTIALPRECISION | D3DSPDM_MSAMPCENTROID); |
| if (mmask) |
| FIXME("_unrecognized_modifier(%#lx)", mmask >> D3DSP_DSTMOD_SHIFT); |
| } |
| |
| /* TODO: Move other shared code here */ |