server: Consume events triggered.
[wine/hramrach.git] / dlls / wined3d / shader_sm1.c
blobaa1da56c5bad9a60b04281f77f3c8f4e6549bd47
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 /* DCL usage masks */
33 #define WINED3DSP_DCL_USAGE_SHIFT 0
34 #define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
35 #define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
36 #define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
38 /* DCL sampler type */
39 #define WINED3DSP_TEXTURETYPE_SHIFT 27
40 #define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
42 /* Opcode-related masks */
43 #define WINED3DSI_OPCODE_MASK 0x0000ffff
45 #define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
46 #define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
48 #define WINED3DSI_INSTLENGTH_SHIFT 24
49 #define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
51 #define WINED3DSI_COISSUE (1 << 30)
53 #define WINED3DSI_COMMENTSIZE_SHIFT 16
54 #define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
56 #define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
58 /* Register number mask */
59 #define WINED3DSP_REGNUM_MASK 0x000007ff
61 /* Register type masks */
62 #define WINED3DSP_REGTYPE_SHIFT 28
63 #define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
64 #define WINED3DSP_REGTYPE_SHIFT2 8
65 #define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
67 /* Relative addressing mask */
68 #define WINED3DSHADER_ADDRESSMODE_SHIFT 13
69 #define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
71 /* Destination modifier mask */
72 #define WINED3DSP_DSTMOD_SHIFT 20
73 #define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
75 /* Destination shift mask */
76 #define WINED3DSP_DSTSHIFT_SHIFT 24
77 #define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
79 /* Write mask */
80 #define WINED3D_SM1_WRITEMASK_SHIFT 16
81 #define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT)
83 /* Swizzle mask */
84 #define WINED3DSP_SWIZZLE_SHIFT 16
85 #define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
87 /* Source modifier mask */
88 #define WINED3DSP_SRCMOD_SHIFT 24
89 #define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
91 #define WINED3DSP_END 0x0000ffff
93 #define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
94 #define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff)
96 enum WINED3DSHADER_ADDRESSMODE_TYPE
98 WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
99 WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
102 enum wined3d_sm1_opcode
104 WINED3D_SM1_OP_NOP = 0x00,
105 WINED3D_SM1_OP_MOV = 0x01,
106 WINED3D_SM1_OP_ADD = 0x02,
107 WINED3D_SM1_OP_SUB = 0x03,
108 WINED3D_SM1_OP_MAD = 0x04,
109 WINED3D_SM1_OP_MUL = 0x05,
110 WINED3D_SM1_OP_RCP = 0x06,
111 WINED3D_SM1_OP_RSQ = 0x07,
112 WINED3D_SM1_OP_DP3 = 0x08,
113 WINED3D_SM1_OP_DP4 = 0x09,
114 WINED3D_SM1_OP_MIN = 0x0a,
115 WINED3D_SM1_OP_MAX = 0x0b,
116 WINED3D_SM1_OP_SLT = 0x0c,
117 WINED3D_SM1_OP_SGE = 0x0d,
118 WINED3D_SM1_OP_EXP = 0x0e,
119 WINED3D_SM1_OP_LOG = 0x0f,
120 WINED3D_SM1_OP_LIT = 0x10,
121 WINED3D_SM1_OP_DST = 0x11,
122 WINED3D_SM1_OP_LRP = 0x12,
123 WINED3D_SM1_OP_FRC = 0x13,
124 WINED3D_SM1_OP_M4x4 = 0x14,
125 WINED3D_SM1_OP_M4x3 = 0x15,
126 WINED3D_SM1_OP_M3x4 = 0x16,
127 WINED3D_SM1_OP_M3x3 = 0x17,
128 WINED3D_SM1_OP_M3x2 = 0x18,
129 WINED3D_SM1_OP_CALL = 0x19,
130 WINED3D_SM1_OP_CALLNZ = 0x1a,
131 WINED3D_SM1_OP_LOOP = 0x1b,
132 WINED3D_SM1_OP_RET = 0x1c,
133 WINED3D_SM1_OP_ENDLOOP = 0x1d,
134 WINED3D_SM1_OP_LABEL = 0x1e,
135 WINED3D_SM1_OP_DCL = 0x1f,
136 WINED3D_SM1_OP_POW = 0x20,
137 WINED3D_SM1_OP_CRS = 0x21,
138 WINED3D_SM1_OP_SGN = 0x22,
139 WINED3D_SM1_OP_ABS = 0x23,
140 WINED3D_SM1_OP_NRM = 0x24,
141 WINED3D_SM1_OP_SINCOS = 0x25,
142 WINED3D_SM1_OP_REP = 0x26,
143 WINED3D_SM1_OP_ENDREP = 0x27,
144 WINED3D_SM1_OP_IF = 0x28,
145 WINED3D_SM1_OP_IFC = 0x29,
146 WINED3D_SM1_OP_ELSE = 0x2a,
147 WINED3D_SM1_OP_ENDIF = 0x2b,
148 WINED3D_SM1_OP_BREAK = 0x2c,
149 WINED3D_SM1_OP_BREAKC = 0x2d,
150 WINED3D_SM1_OP_MOVA = 0x2e,
151 WINED3D_SM1_OP_DEFB = 0x2f,
152 WINED3D_SM1_OP_DEFI = 0x30,
154 WINED3D_SM1_OP_TEXCOORD = 0x40,
155 WINED3D_SM1_OP_TEXKILL = 0x41,
156 WINED3D_SM1_OP_TEX = 0x42,
157 WINED3D_SM1_OP_TEXBEM = 0x43,
158 WINED3D_SM1_OP_TEXBEML = 0x44,
159 WINED3D_SM1_OP_TEXREG2AR = 0x45,
160 WINED3D_SM1_OP_TEXREG2GB = 0x46,
161 WINED3D_SM1_OP_TEXM3x2PAD = 0x47,
162 WINED3D_SM1_OP_TEXM3x2TEX = 0x48,
163 WINED3D_SM1_OP_TEXM3x3PAD = 0x49,
164 WINED3D_SM1_OP_TEXM3x3TEX = 0x4a,
165 WINED3D_SM1_OP_TEXM3x3DIFF = 0x4b,
166 WINED3D_SM1_OP_TEXM3x3SPEC = 0x4c,
167 WINED3D_SM1_OP_TEXM3x3VSPEC = 0x4d,
168 WINED3D_SM1_OP_EXPP = 0x4e,
169 WINED3D_SM1_OP_LOGP = 0x4f,
170 WINED3D_SM1_OP_CND = 0x50,
171 WINED3D_SM1_OP_DEF = 0x51,
172 WINED3D_SM1_OP_TEXREG2RGB = 0x52,
173 WINED3D_SM1_OP_TEXDP3TEX = 0x53,
174 WINED3D_SM1_OP_TEXM3x2DEPTH = 0x54,
175 WINED3D_SM1_OP_TEXDP3 = 0x55,
176 WINED3D_SM1_OP_TEXM3x3 = 0x56,
177 WINED3D_SM1_OP_TEXDEPTH = 0x57,
178 WINED3D_SM1_OP_CMP = 0x58,
179 WINED3D_SM1_OP_BEM = 0x59,
180 WINED3D_SM1_OP_DP2ADD = 0x5a,
181 WINED3D_SM1_OP_DSX = 0x5b,
182 WINED3D_SM1_OP_DSY = 0x5c,
183 WINED3D_SM1_OP_TEXLDD = 0x5d,
184 WINED3D_SM1_OP_SETP = 0x5e,
185 WINED3D_SM1_OP_TEXLDL = 0x5f,
186 WINED3D_SM1_OP_BREAKP = 0x60,
188 WINED3D_SM1_OP_PHASE = 0xfffd,
189 WINED3D_SM1_OP_COMMENT = 0xfffe,
190 WINED3D_SM1_OP_END = 0Xffff,
193 struct wined3d_sm1_opcode_info
195 enum wined3d_sm1_opcode opcode;
196 UINT dst_count;
197 UINT param_count;
198 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
199 DWORD min_version;
200 DWORD max_version;
203 struct wined3d_sm1_data
205 struct wined3d_shader_version shader_version;
206 const struct wined3d_sm1_opcode_info *opcode_table;
209 /* This table is not order or position dependent. */
210 static const struct wined3d_sm1_opcode_info vs_opcode_table[] =
212 /* Arithmetic */
213 {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
214 {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
215 {WINED3D_SM1_OP_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 },
216 {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
217 {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
218 {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
219 {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
220 {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
221 {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
222 {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
223 {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
224 {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
225 {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
226 {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
227 {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
228 {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
229 {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
230 {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
231 {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
232 {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
233 {WINED3D_SM1_OP_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
234 {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
235 {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
236 {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
237 {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
238 {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
239 {WINED3D_SM1_OP_SGN, 1, 4, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
240 {WINED3D_SM1_OP_SGN, 1, 2, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(3,0), -1 },
241 {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
242 {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
243 {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
244 /* Matrix */
245 {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
246 {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
247 {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
248 {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
249 {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
250 /* Declare registers */
251 {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
252 /* Constant definitions */
253 {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
254 {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
255 {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
256 /* Flow control */
257 {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 },
258 {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 },
259 {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 },
260 {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
261 {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 },
262 {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 },
263 {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
264 {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
265 {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
266 {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 },
267 {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 },
268 {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 },
269 {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 },
270 {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 },
271 {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 },
273 {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
274 {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
275 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
278 static const struct wined3d_sm1_opcode_info ps_opcode_table[] =
280 /* Arithmetic */
281 {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
282 {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
283 {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
284 {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
285 {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
286 {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
287 {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
288 {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
289 {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
290 {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
291 {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
292 {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
293 {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
294 {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
295 {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
296 {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
297 {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
298 {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
299 {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
300 {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
301 {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
302 {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
303 {WINED3D_SM1_OP_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)},
304 {WINED3D_SM1_OP_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)},
305 {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
306 {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
307 {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
308 {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
309 {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
310 {WINED3D_SM1_OP_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 },
311 /* Matrix */
312 {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
313 {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
314 {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
315 {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
316 {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
317 /* Register declarations */
318 {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
319 /* Flow control */
320 {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 },
321 {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 },
322 {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 },
323 {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
324 {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 },
325 {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 },
326 {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
327 {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
328 {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
329 {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 },
330 {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 },
331 {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 },
332 {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 },
333 {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 },
334 {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 },
335 /* Constant definitions */
336 {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
337 {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
338 {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
339 /* Texture */
340 {WINED3D_SM1_OP_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)},
341 {WINED3D_SM1_OP_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
342 {WINED3D_SM1_OP_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)},
343 {WINED3D_SM1_OP_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)},
344 {WINED3D_SM1_OP_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
345 {WINED3D_SM1_OP_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 },
346 {WINED3D_SM1_OP_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)},
347 {WINED3D_SM1_OP_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
348 {WINED3D_SM1_OP_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
349 {WINED3D_SM1_OP_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
350 {WINED3D_SM1_OP_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
351 {WINED3D_SM1_OP_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
352 {WINED3D_SM1_OP_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
353 {WINED3D_SM1_OP_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
354 {WINED3D_SM1_OP_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)},
355 {WINED3D_SM1_OP_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
356 {WINED3D_SM1_OP_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
357 {WINED3D_SM1_OP_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
358 {WINED3D_SM1_OP_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
359 {WINED3D_SM1_OP_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)},
360 {WINED3D_SM1_OP_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
361 {WINED3D_SM1_OP_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
362 {WINED3D_SM1_OP_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
363 {WINED3D_SM1_OP_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
364 {WINED3D_SM1_OP_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 },
365 {WINED3D_SM1_OP_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 },
366 {WINED3D_SM1_OP_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 },
367 {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
368 {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
369 {WINED3D_SM1_OP_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
370 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
373 /* Read a parameter opcode from the input stream,
374 * and possibly a relative addressing token.
375 * Return the number of tokens read */
376 static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token)
378 UINT count = 1;
380 *token = *ptr;
382 /* PS >= 3.0 have relative addressing (with token)
383 * VS >= 2.0 have relative addressing (with token)
384 * VS >= 1.0 < 2.0 have relative addressing (without token)
385 * The version check below should work in general */
386 if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
388 if (priv->shader_version.major < 2)
390 *addr_token = (1 << 31)
391 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
392 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
393 | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
395 else
397 *addr_token = *(ptr + 1);
398 ++count;
402 return count;
405 static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code)
407 DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor);
408 const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table;
409 DWORD i = 0;
411 while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE)
413 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
414 && shader_version >= opcode_table[i].min_version
415 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
417 return &opcode_table[i];
419 ++i;
422 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
423 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
425 return NULL;
428 /* Return the number of parameters to skip for an opcode */
429 static int shader_skip_opcode(const struct wined3d_sm1_data *priv,
430 const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token)
432 /* Shaders >= 2.0 may contain address tokens, but fortunately they
433 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
434 return (priv->shader_version.major >= 2)
435 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count;
438 static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
439 struct wined3d_shader_src_param *src)
441 src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
442 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
443 src->reg.idx = param & WINED3DSP_REGNUM_MASK;
444 src->reg.array_idx = ~0U;
445 src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
446 src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
447 src->reg.rel_addr = rel_addr;
450 static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
451 struct wined3d_shader_dst_param *dst)
453 dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
454 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
455 dst->reg.idx = param & WINED3DSP_REGNUM_MASK;
456 dst->reg.array_idx = ~0U;
457 dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT;
458 dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
459 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
460 dst->reg.rel_addr = rel_addr;
463 /* Read the parameters of an unrecognized opcode from the input stream
464 * Return the number of tokens read.
466 * Note: This function assumes source or destination token format.
467 * It will not work with specially-formatted tokens like DEF or DCL,
468 * but hopefully those would be recognized */
469 static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr)
471 int tokens_read = 0;
472 int i = 0;
474 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
475 while (*ptr & 0x80000000)
477 DWORD token, addr_token = 0;
478 struct wined3d_shader_src_param rel_addr;
480 tokens_read += shader_get_param(priv, ptr, &token, &addr_token);
481 ptr += tokens_read;
483 FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
485 if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr);
487 if (!i)
489 struct wined3d_shader_dst_param dst;
491 shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst);
492 shader_dump_dst_param(&dst, &priv->shader_version);
494 else
496 struct wined3d_shader_src_param src;
498 shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src);
499 shader_dump_src_param(&src, &priv->shader_version);
501 FIXME("\n");
502 ++i;
504 return tokens_read;
507 static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
509 struct wined3d_sm1_data *priv;
510 BYTE major, minor;
512 major = WINED3D_SM1_VERSION_MAJOR(*byte_code);
513 minor = WINED3D_SM1_VERSION_MINOR(*byte_code);
514 if (WINED3D_SHADER_VERSION(major, minor) > WINED3D_SHADER_VERSION(3, 0))
516 WARN("Invalid shader version %u.%u (%#x).\n", major, minor, *byte_code);
517 return NULL;
520 priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
521 if (!priv)
523 ERR("Failed to allocate private data\n");
524 return NULL;
527 if (output_signature)
529 FIXME("SM 1-3 shader shouldn't have output signatures.\n");
532 switch (*byte_code >> 16)
534 case WINED3D_SM1_VS:
535 priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
536 priv->opcode_table = vs_opcode_table;
537 break;
539 case WINED3D_SM1_PS:
540 priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
541 priv->opcode_table = ps_opcode_table;
542 break;
544 default:
545 FIXME("Unrecognized shader type %#x\n", *byte_code >> 16);
546 HeapFree(GetProcessHeap(), 0, priv);
547 return NULL;
550 return priv;
553 static void shader_sm1_free(void *data)
555 HeapFree(GetProcessHeap(), 0, data);
558 static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
560 struct wined3d_sm1_data *priv = data;
561 DWORD version_token;
563 version_token = *(*ptr)++;
564 TRACE("version: 0x%08x\n", version_token);
566 priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token);
567 priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token);
568 *shader_version = priv->shader_version;
571 static void shader_sm1_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
572 UINT *param_size)
574 struct wined3d_sm1_data *priv = data;
575 const struct wined3d_sm1_opcode_info *opcode_info;
576 DWORD opcode_token;
578 opcode_token = *(*ptr)++;
579 opcode_info = shader_get_opcode(priv, opcode_token);
580 if (!opcode_info)
582 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
583 ins->handler_idx = WINED3DSIH_TABLE_SIZE;
584 *param_size = shader_skip_unrecognized(priv, *ptr);
585 return;
588 ins->handler_idx = opcode_info->handler_idx;
589 ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
590 ins->coissue = opcode_token & WINED3DSI_COISSUE;
591 ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
592 ins->dst_count = opcode_info->dst_count ? 1 : 0;
593 ins->src_count = opcode_info->param_count - opcode_info->dst_count;
594 *param_size = shader_skip_opcode(priv, opcode_info, opcode_token);
597 static void shader_sm1_read_src_param(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
598 struct wined3d_shader_src_param *src_rel_addr)
600 struct wined3d_sm1_data *priv = data;
601 DWORD token, addr_token;
603 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
604 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
606 shader_parse_src_param(addr_token, NULL, src_rel_addr);
607 shader_parse_src_param(token, src_rel_addr, src_param);
609 else
611 shader_parse_src_param(token, NULL, src_param);
615 static void shader_sm1_read_dst_param(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
616 struct wined3d_shader_src_param *dst_rel_addr)
618 struct wined3d_sm1_data *priv = data;
619 DWORD token, addr_token;
621 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
622 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
624 shader_parse_src_param(addr_token, NULL, dst_rel_addr);
625 shader_parse_dst_param(token, dst_rel_addr, dst_param);
627 else
629 shader_parse_dst_param(token, NULL, dst_param);
633 static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic)
635 DWORD usage_token = *(*ptr)++;
636 DWORD dst_token = *(*ptr)++;
638 semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
639 semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
640 semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
641 shader_parse_dst_param(dst_token, NULL, &semantic->reg);
644 static void shader_sm1_read_comment(const DWORD **ptr, const char **comment, UINT *comment_size)
646 DWORD token = **ptr;
647 UINT size;
649 if ((token & WINED3DSI_OPCODE_MASK) != WINED3D_SM1_OP_COMMENT)
651 *comment = NULL;
652 return;
655 size = (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
656 *comment = (const char *)++(*ptr);
657 *comment_size = size * sizeof(DWORD);
658 *ptr += size;
661 static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
663 if (**ptr == WINED3DSP_END)
665 ++(*ptr);
666 return TRUE;
669 return FALSE;
672 const struct wined3d_shader_frontend sm1_shader_frontend =
674 shader_sm1_init,
675 shader_sm1_free,
676 shader_sm1_read_header,
677 shader_sm1_read_opcode,
678 shader_sm1_read_src_param,
679 shader_sm1_read_dst_param,
680 shader_sm1_read_semantic,
681 shader_sm1_read_comment,
682 shader_sm1_is_end,