blob: ead2769e34c2e064b810ddc81e228f8cba2ba8eb [file] [log] [blame]
/*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
/* DCL usage masks */
#define WINED3DSP_DCL_USAGE_SHIFT 0
#define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
#define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
/* DCL sampler type */
#define WINED3DSP_TEXTURETYPE_SHIFT 27
#define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
/* Opcode-related masks */
#define WINED3DSI_OPCODE_MASK 0x0000ffff
#define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
#define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
#define WINED3DSI_INSTLENGTH_SHIFT 24
#define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
#define WINED3DSI_COISSUE (1 << 30)
#define WINED3DSI_COMMENTSIZE_SHIFT 16
#define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
#define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
/* Register number mask */
#define WINED3DSP_REGNUM_MASK 0x000007ff
/* Register type masks */
#define WINED3DSP_REGTYPE_SHIFT 28
#define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
#define WINED3DSP_REGTYPE_SHIFT2 8
#define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
/* Relative addressing mask */
#define WINED3DSHADER_ADDRESSMODE_SHIFT 13
#define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
/* Destination modifier mask */
#define WINED3DSP_DSTMOD_SHIFT 20
#define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
/* Destination shift mask */
#define WINED3DSP_DSTSHIFT_SHIFT 24
#define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
/* Write mask */
#define WINED3D_SM1_WRITEMASK_SHIFT 16
#define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT)
/* Swizzle mask */
#define WINED3DSP_SWIZZLE_SHIFT 16
#define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
/* Source modifier mask */
#define WINED3DSP_SRCMOD_SHIFT 24
#define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
#define WINED3DSP_END 0x0000ffff
#define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
#define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff)
enum WINED3DSHADER_ADDRESSMODE_TYPE
{
WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
};
struct wined3d_sm1_opcode_info
{
unsigned int opcode;
UINT dst_count;
UINT param_count;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD min_version;
DWORD max_version;
};
struct wined3d_sm1_data
{
struct wined3d_shader_version shader_version;
const struct wined3d_sm1_opcode_info *opcode_table;
};
/* This table is not order or position dependent. */
static const struct wined3d_sm1_opcode_info vs_opcode_table[] =
{
/* Arithmetic */
{WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
{WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
{WINED3DSIO_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
{WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
{WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
{WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
{WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
{WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
{WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
{WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
{WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
{WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
{WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
{WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
{WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
{WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
{WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
{WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
{WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
{WINED3DSIO_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
{WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
{WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
{WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
{WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
{WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
{WINED3DSIO_SGN, 1, 2, WINED3DSIH_SGN, 0, 0 },
{WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
{WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
{WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
/* Matrix */
{WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
{WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
{WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
{WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
{WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
/* Declare registers */
{WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
/* Constant definitions */
{WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
{WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
{WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
/* Flow control */
{WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
{WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
{WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
{0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
};
static const struct wined3d_sm1_opcode_info ps_opcode_table[] =
{
/* Arithmetic */
{WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
{WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
{WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
{WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
{WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
{WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
{WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
{WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
{WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
{WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
{WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
{WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
{WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
{WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
{WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
{WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
{WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
{WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
{WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
{WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
{WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
{WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
{WINED3DSIO_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)},
{WINED3DSIO_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)},
{WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
{WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
{WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
{WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
{WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
{WINED3DSIO_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 },
/* Matrix */
{WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
{WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
{WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
{WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
{WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
/* Register declarations */
{WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
/* Flow control */
{WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
{WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 },
{WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 },
{WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 },
/* Constant definitions */
{WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
{WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
{WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
/* Texture */
{WINED3DSIO_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
{WINED3DSIO_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)},
{WINED3DSIO_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
{WINED3DSIO_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 },
{WINED3DSIO_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)},
{WINED3DSIO_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
{WINED3DSIO_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
{WINED3DSIO_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
{WINED3DSIO_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 },
{WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
{WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
{WINED3DSIO_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
{0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
};
/* Read a parameter opcode from the input stream,
* and possibly a relative addressing token.
* Return the number of tokens read */
static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token)
{
UINT count = 1;
*token = *ptr;
/* 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 */
if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
{
if (priv->shader_version.major < 2)
{
*addr_token = (1 << 31)
| ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
| ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
| (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
}
else
{
*addr_token = *(ptr + 1);
++count;
}
}
return count;
}
static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code)
{
DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor);
const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table;
DWORD i = 0;
while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE)
{
if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
&& shader_version >= opcode_table[i].min_version
&& (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
{
return &opcode_table[i];
}
++i;
}
FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
return NULL;
}
/* Return the number of parameters to skip for an opcode */
static int shader_skip_opcode(const struct wined3d_sm1_data *priv,
const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token)
{
/* Shaders >= 2.0 may contain address tokens, but fortunately they
* have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
return (priv->shader_version.major >= 2)
? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count;
}
static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
struct wined3d_shader_src_param *src)
{
src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
src->reg.idx = param & WINED3DSP_REGNUM_MASK;
src->reg.array_idx = ~0U;
src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
src->reg.rel_addr = rel_addr;
}
static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
struct wined3d_shader_dst_param *dst)
{
dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
dst->reg.idx = param & WINED3DSP_REGNUM_MASK;
dst->reg.array_idx = ~0U;
dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT;
dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
dst->reg.rel_addr = rel_addr;
}
/* 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 */
static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr)
{
int tokens_read = 0;
int i = 0;
/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
while (*ptr & 0x80000000)
{
DWORD token, addr_token = 0;
struct wined3d_shader_src_param rel_addr;
tokens_read += shader_get_param(priv, ptr, &token, &addr_token);
ptr += tokens_read;
FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr);
if (!i)
{
struct wined3d_shader_dst_param dst;
shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst);
shader_dump_dst_param(&dst, &priv->shader_version);
}
else
{
struct wined3d_shader_src_param src;
shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src);
shader_dump_src_param(&src, &priv->shader_version);
}
FIXME("\n");
++i;
}
return tokens_read;
}
static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
{
struct wined3d_sm1_data *priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
if (!priv)
{
ERR("Failed to allocate private data\n");
return NULL;
}
if (output_signature)
{
FIXME("SM 1-3 shader shouldn't have output signatures.\n");
}
switch (*byte_code >> 16)
{
case WINED3D_SM1_VS:
priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
priv->opcode_table = vs_opcode_table;
break;
case WINED3D_SM1_PS:
priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
priv->opcode_table = ps_opcode_table;
break;
default:
FIXME("Unrecognized shader type %#x\n", *byte_code >> 16);
HeapFree(GetProcessHeap(), 0, priv);
return NULL;
}
return priv;
}
static void shader_sm1_free(void *data)
{
HeapFree(GetProcessHeap(), 0, data);
}
static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
{
struct wined3d_sm1_data *priv = data;
DWORD version_token;
version_token = *(*ptr)++;
TRACE("version: 0x%08x\n", version_token);
priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token);
priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token);
*shader_version = priv->shader_version;
}
static void shader_sm1_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
UINT *param_size)
{
struct wined3d_sm1_data *priv = data;
const struct wined3d_sm1_opcode_info *opcode_info;
DWORD opcode_token;
opcode_token = *(*ptr)++;
opcode_info = shader_get_opcode(priv, opcode_token);
if (!opcode_info)
{
FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
ins->handler_idx = WINED3DSIH_TABLE_SIZE;
*param_size = shader_skip_unrecognized(priv, *ptr);
return;
}
ins->handler_idx = opcode_info->handler_idx;
ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
ins->coissue = opcode_token & WINED3DSI_COISSUE;
ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
ins->dst_count = opcode_info->dst_count ? 1 : 0;
ins->src_count = opcode_info->param_count - opcode_info->dst_count;
*param_size = shader_skip_opcode(priv, opcode_info, opcode_token);
}
static void shader_sm1_read_src_param(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
struct wined3d_shader_src_param *src_rel_addr)
{
struct wined3d_sm1_data *priv = data;
DWORD token, addr_token;
*ptr += shader_get_param(priv, *ptr, &token, &addr_token);
if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
{
shader_parse_src_param(addr_token, NULL, src_rel_addr);
shader_parse_src_param(token, src_rel_addr, src_param);
}
else
{
shader_parse_src_param(token, NULL, src_param);
}
}
static void shader_sm1_read_dst_param(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
struct wined3d_shader_src_param *dst_rel_addr)
{
struct wined3d_sm1_data *priv = data;
DWORD token, addr_token;
*ptr += shader_get_param(priv, *ptr, &token, &addr_token);
if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
{
shader_parse_src_param(addr_token, NULL, dst_rel_addr);
shader_parse_dst_param(token, dst_rel_addr, dst_param);
}
else
{
shader_parse_dst_param(token, NULL, dst_param);
}
}
static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic)
{
DWORD usage_token = *(*ptr)++;
DWORD dst_token = *(*ptr)++;
semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
shader_parse_dst_param(dst_token, NULL, &semantic->reg);
}
static void shader_sm1_read_comment(const DWORD **ptr, const char **comment)
{
DWORD token = **ptr;
if ((token & WINED3DSI_OPCODE_MASK) != WINED3DSIO_COMMENT)
{
*comment = NULL;
return;
}
*comment = (const char *)++(*ptr);
*ptr += (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
}
static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
{
if (**ptr == WINED3DSP_END)
{
++(*ptr);
return TRUE;
}
return FALSE;
}
const struct wined3d_shader_frontend sm1_shader_frontend =
{
shader_sm1_init,
shader_sm1_free,
shader_sm1_read_header,
shader_sm1_read_opcode,
shader_sm1_read_src_param,
shader_sm1_read_dst_param,
shader_sm1_read_semantic,
shader_sm1_read_comment,
shader_sm1_is_end,
};