2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
34 #define GLNAME_REQUIRE_GLSL ((const char *)1)
36 static void shader_dump_param(IWineD3DBaseShader
*iface
, const DWORD param
, const DWORD addr_token
, int input
);
38 static inline BOOL
shader_is_version_token(DWORD token
) {
39 return shader_is_pshader_version(token
) ||
40 shader_is_vshader_version(token
);
44 SHADER_BUFFER
* buffer
,
45 const char *format
, ...) {
47 char* base
= buffer
->buffer
+ buffer
->bsize
;
51 va_start(args
, format
);
52 rc
= vsnprintf(base
, SHADER_PGMSIZE
- 1 - buffer
->bsize
, format
, args
);
55 if (rc
< 0 || /* C89 */
56 rc
> SHADER_PGMSIZE
- 1 - buffer
->bsize
) { /* C99 */
58 ERR("The buffer allocated for the shader program string "
59 "is too small at %d bytes.\n", SHADER_PGMSIZE
);
60 buffer
->bsize
= SHADER_PGMSIZE
- 1;
64 if (buffer
->newline
) {
65 TRACE("GL HW (%u, %u) : %s", buffer
->lineNo
+ 1, buffer
->bsize
, base
);
66 buffer
->newline
= FALSE
;
72 if (buffer
->buffer
[buffer
->bsize
-1] == '\n') {
74 buffer
->newline
= TRUE
;
79 const SHADER_OPCODE
* shader_get_opcode(
80 IWineD3DBaseShader
*iface
, const DWORD code
) {
82 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
85 DWORD hex_version
= This
->baseShader
.hex_version
;
86 const SHADER_OPCODE
*shader_ins
= This
->baseShader
.shader_ins
;
88 /** TODO: use dichotomic search */
89 while (NULL
!= shader_ins
[i
].name
) {
90 if (((code
& WINED3DSI_OPCODE_MASK
) == shader_ins
[i
].opcode
) &&
91 (((hex_version
>= shader_ins
[i
].min_version
) && (hex_version
<= shader_ins
[i
].max_version
)) ||
92 ((shader_ins
[i
].min_version
== 0) && (shader_ins
[i
].max_version
== 0)))) {
93 return &shader_ins
[i
];
97 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
98 code
, code
, code
& WINED3DSI_OPCODE_MASK
, hex_version
);
102 /* Read a parameter opcode from the input stream,
103 * and possibly a relative addressing token.
104 * Return the number of tokens read */
105 static int shader_get_param(IWineD3DBaseShader
*iface
, const DWORD
*pToken
, DWORD
*param
, DWORD
*addr_token
)
107 /* PS >= 3.0 have relative addressing (with token)
108 * VS >= 2.0 have relative addressing (with token)
109 * VS >= 1.0 < 2.0 have relative addressing (without token)
110 * The version check below should work in general */
112 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
113 char rel_token
= WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2 &&
114 ((*pToken
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
117 *addr_token
= rel_token
? *(pToken
+ 1): 0;
118 return rel_token
? 2:1;
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123 IWineD3DBaseShaderImpl
* This
,
124 const SHADER_OPCODE
* curOpcode
,
125 DWORD opcode_token
) {
127 /* Shaders >= 2.0 may contain address tokens, but fortunately they
128 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
130 return (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2)?
131 ((opcode_token
& WINED3DSI_INSTLENGTH_MASK
) >> WINED3DSI_INSTLENGTH_SHIFT
):
132 curOpcode
->num_params
;
135 /* Read the parameters of an unrecognized opcode from the input stream
136 * Return the number of tokens read.
138 * Note: This function assumes source or destination token format.
139 * It will not work with specially-formatted tokens like DEF or DCL,
140 * but hopefully those would be recognized */
141 static int shader_skip_unrecognized(IWineD3DBaseShader
*iface
, const DWORD
*pToken
)
146 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
147 while (*pToken
& 0x80000000) {
149 DWORD param
, addr_token
;
150 tokens_read
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
151 pToken
+= tokens_read
;
153 FIXME("Unrecognized opcode param: token=0x%08x "
154 "addr_token=0x%08x name=", param
, addr_token
);
155 shader_dump_param(iface
, param
, addr_token
, i
);
162 /* Convert floating point offset relative
163 * to a register file to an absolute offset for float constants */
164 static unsigned int shader_get_float_offset(const DWORD reg
)
166 unsigned int regnum
= reg
& WINED3DSP_REGNUM_MASK
;
167 int regtype
= shader_get_regtype(reg
);
170 case WINED3DSPR_CONST
: return regnum
;
171 case WINED3DSPR_CONST2
: return 2048 + regnum
;
172 case WINED3DSPR_CONST3
: return 4096 + regnum
;
173 case WINED3DSPR_CONST4
: return 6144 + regnum
;
175 FIXME("Unsupported register type: %d\n", regtype
);
180 static void shader_delete_constant_list(struct list
* clist
) {
183 struct local_constant
* constant
;
185 ptr
= list_head(clist
);
187 constant
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
188 ptr
= list_next(clist
, ptr
);
189 HeapFree(GetProcessHeap(), 0, constant
);
194 /* Note that this does not count the loop register
195 * as an address register. */
197 HRESULT
shader_get_registers_used(
198 IWineD3DBaseShader
*iface
,
199 shader_reg_maps
* reg_maps
,
200 semantic
* semantics_in
,
201 semantic
* semantics_out
,
203 IWineD3DStateBlockImpl
*stateBlock
) {
205 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
206 unsigned int cur_loop_depth
= 0, max_loop_depth
= 0;
208 /* There are some minor differences between pixel and vertex shaders */
209 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
211 memset(reg_maps
->bumpmat
, 0, sizeof(reg_maps
->bumpmat
));
212 memset(reg_maps
->luminanceparams
, 0, sizeof(reg_maps
->luminanceparams
));
217 /* get_registers_used is called on every compile on some 1.x shaders, which can result
218 * in stacking up a collection of local constants. Delete the old constants if existing
220 shader_delete_constant_list(&This
->baseShader
.constantsF
);
221 shader_delete_constant_list(&This
->baseShader
.constantsB
);
222 shader_delete_constant_list(&This
->baseShader
.constantsI
);
224 while (WINED3DVS_END() != *pToken
) {
225 CONST SHADER_OPCODE
* curOpcode
;
229 if (shader_is_version_token(*pToken
)) {
234 } else if (shader_is_comment(*pToken
)) {
235 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
237 pToken
+= comment_len
;
242 opcode_token
= *pToken
++;
243 curOpcode
= shader_get_opcode(iface
, opcode_token
);
245 /* Unhandled opcode, and its parameters */
246 if (NULL
== curOpcode
) {
247 while (*pToken
& 0x80000000)
250 /* Handle declarations */
251 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
) {
253 DWORD usage
= *pToken
++;
254 DWORD param
= *pToken
++;
255 DWORD regtype
= shader_get_regtype(param
);
256 unsigned int regnum
= param
& WINED3DSP_REGNUM_MASK
;
258 /* Vshader: mark attributes used
259 Pshader: mark 3.0 input registers used, save token */
260 if (WINED3DSPR_INPUT
== regtype
) {
263 reg_maps
->attributes
[regnum
] = 1;
265 reg_maps
->packed_input
[regnum
] = 1;
267 semantics_in
[regnum
].usage
= usage
;
268 semantics_in
[regnum
].reg
= param
;
270 /* Vshader: mark 3.0 output registers used, save token */
271 } else if (WINED3DSPR_OUTPUT
== regtype
) {
272 reg_maps
->packed_output
[regnum
] = 1;
273 semantics_out
[regnum
].usage
= usage
;
274 semantics_out
[regnum
].reg
= param
;
275 if (usage
& (WINED3DDECLUSAGE_FOG
<< WINED3DSP_DCL_USAGE_SHIFT
))
278 /* Save sampler usage token */
279 } else if (WINED3DSPR_SAMPLER
== regtype
)
280 reg_maps
->samplers
[regnum
] = usage
;
282 } else if (WINED3DSIO_DEF
== curOpcode
->opcode
) {
284 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
285 if (!lconst
) return E_OUTOFMEMORY
;
286 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
287 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
289 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
290 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 && pshader
) {
291 float *value
= (float *) lconst
->value
;
292 if(value
[0] < -1.0) value
[0] = -1.0;
293 else if(value
[0] > 1.0) value
[0] = 1.0;
294 if(value
[1] < -1.0) value
[1] = -1.0;
295 else if(value
[1] > 1.0) value
[1] = 1.0;
296 if(value
[2] < -1.0) value
[2] = -1.0;
297 else if(value
[2] > 1.0) value
[2] = 1.0;
298 if(value
[3] < -1.0) value
[3] = -1.0;
299 else if(value
[3] > 1.0) value
[3] = 1.0;
302 list_add_head(&This
->baseShader
.constantsF
, &lconst
->entry
);
303 pToken
+= curOpcode
->num_params
;
305 } else if (WINED3DSIO_DEFI
== curOpcode
->opcode
) {
307 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
308 if (!lconst
) return E_OUTOFMEMORY
;
309 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
310 memcpy(lconst
->value
, pToken
+ 1, 4 * sizeof(DWORD
));
311 list_add_head(&This
->baseShader
.constantsI
, &lconst
->entry
);
312 pToken
+= curOpcode
->num_params
;
314 } else if (WINED3DSIO_DEFB
== curOpcode
->opcode
) {
316 local_constant
* lconst
= HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant
));
317 if (!lconst
) return E_OUTOFMEMORY
;
318 lconst
->idx
= *pToken
& WINED3DSP_REGNUM_MASK
;
319 memcpy(lconst
->value
, pToken
+ 1, 1 * sizeof(DWORD
));
320 list_add_head(&This
->baseShader
.constantsB
, &lconst
->entry
);
321 pToken
+= curOpcode
->num_params
;
323 /* If there's a loop in the shader */
324 } else if (WINED3DSIO_LOOP
== curOpcode
->opcode
||
325 WINED3DSIO_REP
== curOpcode
->opcode
) {
327 if(cur_loop_depth
> max_loop_depth
)
328 max_loop_depth
= cur_loop_depth
;
329 pToken
+= curOpcode
->num_params
;
331 } else if (WINED3DSIO_ENDLOOP
== curOpcode
->opcode
||
332 WINED3DSIO_ENDREP
== curOpcode
->opcode
) {
335 /* For subroutine prototypes */
336 } else if (WINED3DSIO_LABEL
== curOpcode
->opcode
) {
338 DWORD snum
= *pToken
& WINED3DSP_REGNUM_MASK
;
339 reg_maps
->labels
[snum
] = 1;
340 pToken
+= curOpcode
->num_params
;
342 /* Set texture, address, temporary registers */
346 /* Declare 1.X samplers implicitly, based on the destination reg. number */
347 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
348 pshader
/* Filter different instructions with the same enum values in VS */ &&
349 (WINED3DSIO_TEX
== curOpcode
->opcode
||
350 WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
351 WINED3DSIO_TEXBEML
== curOpcode
->opcode
||
352 WINED3DSIO_TEXDP3TEX
== curOpcode
->opcode
||
353 WINED3DSIO_TEXM3x2TEX
== curOpcode
->opcode
||
354 WINED3DSIO_TEXM3x3SPEC
== curOpcode
->opcode
||
355 WINED3DSIO_TEXM3x3TEX
== curOpcode
->opcode
||
356 WINED3DSIO_TEXM3x3VSPEC
== curOpcode
->opcode
||
357 WINED3DSIO_TEXREG2AR
== curOpcode
->opcode
||
358 WINED3DSIO_TEXREG2GB
== curOpcode
->opcode
||
359 WINED3DSIO_TEXREG2RGB
== curOpcode
->opcode
)) {
361 /* Fake sampler usage, only set reserved bit and ttype */
362 DWORD sampler_code
= *pToken
& WINED3DSP_REGNUM_MASK
;
364 if(!stateBlock
->textures
[sampler_code
]) {
365 ERR("No texture bound to sampler %d\n", sampler_code
);
366 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
368 int texType
= IWineD3DBaseTexture_GetTextureDimensions(stateBlock
->textures
[sampler_code
]);
370 /* We have to select between texture rectangles and 2D textures later because 2.0 and
371 * 3.0 shaders only have WINED3DSTT_2D as well
373 case GL_TEXTURE_RECTANGLE_ARB
:
375 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
379 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_VOLUME
;
382 case GL_TEXTURE_CUBE_MAP_ARB
:
383 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_CUBE
;
387 ERR("Unexpected gl texture type found: %d\n", texType
);
388 reg_maps
->samplers
[sampler_code
] = (0x1 << 31) | WINED3DSTT_2D
;
392 /* texbem is only valid with < 1.4 pixel shaders */
393 if(WINED3DSIO_TEXBEM
== curOpcode
->opcode
||
394 WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
395 reg_maps
->bumpmat
[sampler_code
] = TRUE
;
396 if(WINED3DSIO_TEXBEML
== curOpcode
->opcode
) {
397 reg_maps
->luminanceparams
[sampler_code
] = TRUE
;
401 if(WINED3DSIO_NRM
== curOpcode
->opcode
) {
402 reg_maps
->usesnrm
= 1;
403 } else if(WINED3DSIO_BEM
== curOpcode
->opcode
&& pshader
) {
404 DWORD regnum
= *pToken
& WINED3DSP_REGNUM_MASK
;
405 reg_maps
->bumpmat
[regnum
] = TRUE
;
406 } else if(WINED3DSIO_DSY
== curOpcode
->opcode
) {
407 reg_maps
->usesdsy
= 1;
410 /* This will loop over all the registers and try to
411 * make a bitmask of the ones we're interested in.
413 * Relative addressing tokens are ignored, but that's
414 * okay, since we'll catch any address registers when
415 * they are initialized (required by spec) */
417 limit
= (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)?
418 curOpcode
->num_params
+ 1: curOpcode
->num_params
;
420 for (i
= 0; i
< limit
; ++i
) {
422 DWORD param
, addr_token
, reg
, regtype
;
423 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
425 regtype
= shader_get_regtype(param
);
426 reg
= param
& WINED3DSP_REGNUM_MASK
;
428 if (WINED3DSPR_TEXTURE
== regtype
) { /* vs: WINED3DSPR_ADDR */
431 reg_maps
->texcoord
[reg
] = 1;
433 reg_maps
->address
[reg
] = 1;
436 else if (WINED3DSPR_TEMP
== regtype
)
437 reg_maps
->temporary
[reg
] = 1;
439 else if (WINED3DSPR_INPUT
== regtype
) {
441 reg_maps
->attributes
[reg
] = 1;
443 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
444 /* If relative addressing is used, we must assume that all registers
445 * are used. Even if it is a construct like v3[aL], we can't assume
446 * that v0, v1 and v2 aren't read because aL can be negative
449 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
450 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[i
] = TRUE
;
453 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_used
[reg
] = TRUE
;
458 else if (WINED3DSPR_RASTOUT
== regtype
&& reg
== 1)
461 else if (WINED3DSPR_MISCTYPE
== regtype
&& reg
== 0 && pshader
)
464 else if(WINED3DSPR_CONST
== regtype
) {
465 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
467 if(reg
<= ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
) {
468 ((IWineD3DVertexShaderImpl
*) This
)->min_rel_offset
= reg
;
469 } else if(reg
>= ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
) {
470 ((IWineD3DVertexShaderImpl
*) This
)->max_rel_offset
= reg
;
473 reg_maps
->usesrelconstF
= TRUE
;
477 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
478 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
479 * isn't used in them, but future register types might cause issues
481 else if(WINED3DSPR_TEXCRDOUT
== regtype
&& i
== 0 /* Only look at writes */ &&
482 !pshader
&& WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) < 3) {
483 reg_maps
->texcoord_mask
[reg
] |= shader_get_writemask(param
);
488 reg_maps
->loop_depth
= max_loop_depth
;
493 static void shader_dump_decl_usage(
494 IWineD3DBaseShaderImpl
* This
,
498 DWORD regtype
= shader_get_regtype(param
);
502 if (regtype
== WINED3DSPR_SAMPLER
) {
503 DWORD ttype
= decl
& WINED3DSP_TEXTURETYPE_MASK
;
506 case WINED3DSTT_2D
: TRACE("_2d"); break;
507 case WINED3DSTT_CUBE
: TRACE("_cube"); break;
508 case WINED3DSTT_VOLUME
: TRACE("_volume"); break;
509 default: TRACE("_unknown_ttype(0x%08x)", ttype
);
514 DWORD usage
= decl
& WINED3DSP_DCL_USAGE_MASK
;
515 DWORD idx
= (decl
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
517 /* Pixel shaders 3.0 don't have usage semantics */
518 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
519 if (pshader
&& This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0))
525 case WINED3DDECLUSAGE_POSITION
:
526 TRACE("position%d", idx
);
528 case WINED3DDECLUSAGE_BLENDINDICES
:
531 case WINED3DDECLUSAGE_BLENDWEIGHT
:
534 case WINED3DDECLUSAGE_NORMAL
:
535 TRACE("normal%d", idx
);
537 case WINED3DDECLUSAGE_PSIZE
:
540 case WINED3DDECLUSAGE_COLOR
:
544 TRACE("specular%d", (idx
- 1));
547 case WINED3DDECLUSAGE_TEXCOORD
:
548 TRACE("texture%d", idx
);
550 case WINED3DDECLUSAGE_TANGENT
:
553 case WINED3DDECLUSAGE_BINORMAL
:
556 case WINED3DDECLUSAGE_TESSFACTOR
:
559 case WINED3DDECLUSAGE_POSITIONT
:
560 TRACE("positionT%d", idx
);
562 case WINED3DDECLUSAGE_FOG
:
565 case WINED3DDECLUSAGE_DEPTH
:
568 case WINED3DDECLUSAGE_SAMPLE
:
572 FIXME("unknown_semantics(0x%08x)", usage
);
577 static void shader_dump_arr_entry(
578 IWineD3DBaseShader
*iface
,
580 const DWORD addr_token
,
585 ((param
& WINED3DSHADER_ADDRESSMODE_MASK
) == WINED3DSHADER_ADDRMODE_RELATIVE
);
590 shader_dump_param(iface
, addr_token
, 0, input
);
600 static void shader_dump_param(IWineD3DBaseShader
*iface
, const DWORD param
, const DWORD addr_token
, int input
)
602 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
603 static const char * const rastout_reg_names
[] = { "oPos", "oFog", "oPts" };
604 static const char * const misctype_reg_names
[] = { "vPos", "vFace"};
605 char swizzle_reg_chars
[4];
607 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
608 DWORD regtype
= shader_get_regtype(param
);
609 DWORD modifier
= param
& WINED3DSP_SRCMOD_MASK
;
611 /* There are some minor differences between pixel and vertex shaders */
612 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
614 /* For one, we'd prefer color components to be shown for pshaders.
615 * FIXME: use the swizzle function for this */
617 swizzle_reg_chars
[0] = pshader
? 'r': 'x';
618 swizzle_reg_chars
[1] = pshader
? 'g': 'y';
619 swizzle_reg_chars
[2] = pshader
? 'b': 'z';
620 swizzle_reg_chars
[3] = pshader
? 'a': 'w';
623 if ( (modifier
== WINED3DSPSM_NEG
) ||
624 (modifier
== WINED3DSPSM_BIASNEG
) ||
625 (modifier
== WINED3DSPSM_SIGNNEG
) ||
626 (modifier
== WINED3DSPSM_X2NEG
) ||
627 (modifier
== WINED3DSPSM_ABSNEG
) )
629 else if (modifier
== WINED3DSPSM_COMP
)
631 else if (modifier
== WINED3DSPSM_NOT
)
634 if (modifier
== WINED3DSPSM_ABS
|| modifier
== WINED3DSPSM_ABSNEG
)
639 case WINED3DSPR_TEMP
:
642 case WINED3DSPR_INPUT
:
644 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
646 case WINED3DSPR_CONST
:
647 case WINED3DSPR_CONST2
:
648 case WINED3DSPR_CONST3
:
649 case WINED3DSPR_CONST4
:
651 shader_dump_arr_entry(iface
, param
, addr_token
, shader_get_float_offset(param
), input
);
653 case WINED3DSPR_TEXTURE
: /* vs: case D3DSPR_ADDR */
654 TRACE("%c%u", (pshader
? 't':'a'), reg
);
656 case WINED3DSPR_RASTOUT
:
657 TRACE("%s", rastout_reg_names
[reg
]);
659 case WINED3DSPR_COLOROUT
:
662 case WINED3DSPR_DEPTHOUT
:
665 case WINED3DSPR_ATTROUT
:
668 case WINED3DSPR_TEXCRDOUT
:
670 /* Vertex shaders >= 3.0 use general purpose output registers
671 * (WINED3DSPR_OUTPUT), which can include an address token */
673 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
675 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
680 case WINED3DSPR_CONSTINT
:
682 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
684 case WINED3DSPR_CONSTBOOL
:
686 shader_dump_arr_entry(iface
, param
, addr_token
, reg
, input
);
688 case WINED3DSPR_LABEL
:
691 case WINED3DSPR_LOOP
:
694 case WINED3DSPR_SAMPLER
:
697 case WINED3DSPR_MISCTYPE
:
699 FIXME("Unhandled misctype register %d\n", reg
);
701 TRACE("%s", misctype_reg_names
[reg
]);
704 case WINED3DSPR_PREDICATE
:
708 TRACE("unhandled_rtype(%#x)", regtype
);
713 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
715 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
717 if (param
& WINED3DSP_WRITEMASK_0
) TRACE("%c", swizzle_reg_chars
[0]);
718 if (param
& WINED3DSP_WRITEMASK_1
) TRACE("%c", swizzle_reg_chars
[1]);
719 if (param
& WINED3DSP_WRITEMASK_2
) TRACE("%c", swizzle_reg_chars
[2]);
720 if (param
& WINED3DSP_WRITEMASK_3
) TRACE("%c", swizzle_reg_chars
[3]);
725 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
726 DWORD swizzle_r
= swizzle
& 0x03;
727 DWORD swizzle_g
= (swizzle
>> 2) & 0x03;
728 DWORD swizzle_b
= (swizzle
>> 4) & 0x03;
729 DWORD swizzle_a
= (swizzle
>> 6) & 0x03;
733 case WINED3DSPSM_NONE
: break;
734 case WINED3DSPSM_NEG
: break;
735 case WINED3DSPSM_NOT
: break;
736 case WINED3DSPSM_BIAS
: TRACE("_bias"); break;
737 case WINED3DSPSM_BIASNEG
: TRACE("_bias"); break;
738 case WINED3DSPSM_SIGN
: TRACE("_bx2"); break;
739 case WINED3DSPSM_SIGNNEG
: TRACE("_bx2"); break;
740 case WINED3DSPSM_COMP
: break;
741 case WINED3DSPSM_X2
: TRACE("_x2"); break;
742 case WINED3DSPSM_X2NEG
: TRACE("_x2"); break;
743 case WINED3DSPSM_DZ
: TRACE("_dz"); break;
744 case WINED3DSPSM_DW
: TRACE("_dw"); break;
745 case WINED3DSPSM_ABSNEG
: TRACE(")"); break;
746 case WINED3DSPSM_ABS
: TRACE(")"); break;
748 TRACE("_unknown_modifier(%#x)", modifier
>> WINED3DSP_SRCMOD_SHIFT
);
753 * swizzle bits fields:
756 if ((WINED3DVS_NOSWIZZLE
>> WINED3DVS_SWIZZLE_SHIFT
) != swizzle
) {
757 if (swizzle_r
== swizzle_g
&&
758 swizzle_r
== swizzle_b
&&
759 swizzle_r
== swizzle_a
) {
760 TRACE(".%c", swizzle_reg_chars
[swizzle_r
]);
763 swizzle_reg_chars
[swizzle_r
],
764 swizzle_reg_chars
[swizzle_g
],
765 swizzle_reg_chars
[swizzle_b
],
766 swizzle_reg_chars
[swizzle_a
]);
772 static void shader_color_correction(IWineD3DBaseShaderImpl
*shader
,
773 IWineD3DDeviceImpl
*device
, const struct SHADER_OPCODE_ARG
*arg
)
775 DWORD hex_version
= shader
->baseShader
.hex_version
;
776 IWineD3DBaseTextureImpl
*texture
;
777 struct color_fixup_desc fixup
;
778 BOOL recorded
= FALSE
;
782 switch(arg
->opcode
->opcode
)
785 if (hex_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
786 else sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
789 case WINED3DSIO_TEXLDL
:
790 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
793 case WINED3DSIO_TEXDP3TEX
:
794 case WINED3DSIO_TEXM3x3TEX
:
795 case WINED3DSIO_TEXM3x3SPEC
:
796 case WINED3DSIO_TEXM3x3VSPEC
:
797 case WINED3DSIO_TEXBEM
:
798 case WINED3DSIO_TEXREG2AR
:
799 case WINED3DSIO_TEXREG2GB
:
800 case WINED3DSIO_TEXREG2RGB
:
801 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
805 /* Not a texture sampling instruction, nothing to do */
809 texture
= (IWineD3DBaseTextureImpl
*)device
->stateBlock
->textures
[sampler_idx
];
810 if (texture
) fixup
= texture
->baseTexture
.shader_color_fixup
;
811 else fixup
= COLOR_FIXUP_IDENTITY
;
813 /* before doing anything, record the sampler with the format in the format conversion list,
814 * but check if it's not there already */
815 for (i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; ++i
)
817 if (shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
)
826 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
827 ++shader
->baseShader
.num_sampled_samplers
;
830 device
->shader_backend
->shader_color_correction(arg
, fixup
);
833 /** Shared code in order to generate the bulk of the shader string.
834 Use the shader_header_fct & shader_footer_fct to add strings
835 that are specific to pixel or vertex functions
836 NOTE: A description of how to parse tokens can be found on msdn */
837 void shader_generate_main(IWineD3DBaseShader
*iface
, SHADER_BUFFER
* buffer
,
838 const shader_reg_maps
* reg_maps
, CONST DWORD
* pFunction
)
840 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
841 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
; /* To access shader backend callbacks */
842 const SHADER_HANDLER
*handler_table
= device
->shader_backend
->shader_instruction_handler_table
;
843 const DWORD
*pToken
= pFunction
;
844 const SHADER_OPCODE
*curOpcode
= NULL
;
845 SHADER_HANDLER hw_fct
= NULL
;
847 SHADER_OPCODE_ARG hw_arg
;
849 /* Initialize current parsing state */
850 hw_arg
.shader
= iface
;
851 hw_arg
.buffer
= buffer
;
852 hw_arg
.reg_maps
= reg_maps
;
853 This
->baseShader
.parse_state
.current_row
= 0;
855 /* Second pass, process opcodes */
856 if (NULL
!= pToken
) {
857 while (WINED3DPS_END() != *pToken
) {
859 /* Skip version token */
860 if (shader_is_version_token(*pToken
)) {
865 /* Skip comment tokens */
866 if (shader_is_comment(*pToken
)) {
867 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
869 TRACE("#%s\n", (const char*)pToken
);
870 pToken
+= comment_len
;
875 hw_arg
.opcode_token
= *pToken
++;
876 curOpcode
= shader_get_opcode(iface
, hw_arg
.opcode_token
);
879 if (curOpcode
== NULL
)
882 hw_fct
= handler_table
[curOpcode
->handler_idx
];
884 /* Unknown opcode and its parameters */
885 if (NULL
== curOpcode
) {
886 FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg
.opcode_token
);
887 pToken
+= shader_skip_unrecognized(iface
, pToken
);
890 } else if (WINED3DSIO_DCL
== curOpcode
->opcode
||
891 WINED3DSIO_NOP
== curOpcode
->opcode
||
892 WINED3DSIO_DEF
== curOpcode
->opcode
||
893 WINED3DSIO_DEFI
== curOpcode
->opcode
||
894 WINED3DSIO_DEFB
== curOpcode
->opcode
||
895 WINED3DSIO_PHASE
== curOpcode
->opcode
||
896 WINED3DSIO_RET
== curOpcode
->opcode
) {
898 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
900 /* If a generator function is set for current shader target, use it */
901 } else if (hw_fct
!= NULL
) {
903 hw_arg
.opcode
= curOpcode
;
905 /* Destination token */
906 if (curOpcode
->dst_token
) {
908 DWORD param
, addr_token
= 0;
909 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
911 hw_arg
.dst_addr
= addr_token
;
914 /* Predication token */
915 if (hw_arg
.opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
)
916 hw_arg
.predicate
= *pToken
++;
918 /* Other source tokens */
919 for (i
= 0; i
< (curOpcode
->num_params
- curOpcode
->dst_token
); i
++) {
921 DWORD param
, addr_token
= 0;
922 pToken
+= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
923 hw_arg
.src
[i
] = param
;
924 hw_arg
.src_addr
[i
] = addr_token
;
927 /* Call appropriate function for output target */
930 /* Add color correction if needed */
931 shader_color_correction(This
, device
, &hw_arg
);
933 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
934 /* FIXME: This should be internal to the shader backend.
935 * Also, right now this is the only reason "shader_mode" exists. */
936 if (This
->baseShader
.shader_mode
== SHADER_GLSL
)
937 shader_glsl_add_instruction_modifiers(&hw_arg
);
939 /* Unhandled opcode */
942 FIXME("Can't handle opcode %s in hwShader\n", curOpcode
->name
);
943 pToken
+= shader_skip_opcode(This
, curOpcode
, hw_arg
.opcode_token
);
946 /* TODO: What about result.depth? */
951 static void shader_dump_ins_modifiers(const DWORD output
)
953 DWORD shift
= (output
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
954 DWORD mmask
= output
& WINED3DSP_DSTMOD_MASK
;
958 case 13: TRACE("_d8"); break;
959 case 14: TRACE("_d4"); break;
960 case 15: TRACE("_d2"); break;
961 case 1: TRACE("_x2"); break;
962 case 2: TRACE("_x4"); break;
963 case 3: TRACE("_x8"); break;
964 default: TRACE("_unhandled_shift(%d)", shift
); break;
967 if (mmask
& WINED3DSPDM_SATURATE
) TRACE("_sat");
968 if (mmask
& WINED3DSPDM_PARTIALPRECISION
) TRACE("_pp");
969 if (mmask
& WINED3DSPDM_MSAMPCENTROID
) TRACE("_centroid");
971 mmask
&= ~(WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_MSAMPCENTROID
);
973 FIXME("_unrecognized_modifier(%#x)", mmask
>> WINED3DSP_DSTMOD_SHIFT
);
976 /* First pass: trace shader, initialize length and version */
977 void shader_trace_init(
978 IWineD3DBaseShader
*iface
,
979 const DWORD
* pFunction
) {
981 IWineD3DBaseShaderImpl
*This
=(IWineD3DBaseShaderImpl
*)iface
;
983 const DWORD
* pToken
= pFunction
;
984 const SHADER_OPCODE
* curOpcode
= NULL
;
986 unsigned int len
= 0;
989 TRACE("(%p) : Parsing program\n", This
);
991 if (NULL
!= pToken
) {
992 while (WINED3DVS_END() != *pToken
) {
993 if (shader_is_version_token(*pToken
)) { /** version */
994 This
->baseShader
.hex_version
= *pToken
;
995 TRACE("%s_%u_%u\n", shader_is_pshader_version(This
->baseShader
.hex_version
)? "ps": "vs",
996 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
),
997 WINED3DSHADER_VERSION_MINOR(This
->baseShader
.hex_version
));
1002 if (shader_is_comment(*pToken
)) { /** comment */
1003 DWORD comment_len
= (*pToken
& WINED3DSI_COMMENTSIZE_MASK
) >> WINED3DSI_COMMENTSIZE_SHIFT
;
1005 TRACE("//%s\n", (const char*)pToken
);
1006 pToken
+= comment_len
;
1007 len
+= comment_len
+ 1;
1010 opcode_token
= *pToken
++;
1011 curOpcode
= shader_get_opcode(iface
, opcode_token
);
1014 if (NULL
== curOpcode
) {
1016 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token
);
1017 tokens_read
= shader_skip_unrecognized(iface
, pToken
);
1018 pToken
+= tokens_read
;
1022 if (curOpcode
->opcode
== WINED3DSIO_DCL
) {
1024 DWORD usage
= *pToken
;
1025 DWORD param
= *(pToken
+ 1);
1027 shader_dump_decl_usage(This
, usage
, param
);
1028 shader_dump_ins_modifiers(param
);
1030 shader_dump_param(iface
, param
, 0, 0);
1034 } else if (curOpcode
->opcode
== WINED3DSIO_DEF
) {
1036 unsigned int offset
= shader_get_float_offset(*pToken
);
1038 TRACE("def c%u = %f, %f, %f, %f", offset
,
1039 *(const float *)(pToken
+ 1),
1040 *(const float *)(pToken
+ 2),
1041 *(const float *)(pToken
+ 3),
1042 *(const float *)(pToken
+ 4));
1046 } else if (curOpcode
->opcode
== WINED3DSIO_DEFI
) {
1048 TRACE("defi i%u = %d, %d, %d, %d", *pToken
& WINED3DSP_REGNUM_MASK
,
1057 } else if (curOpcode
->opcode
== WINED3DSIO_DEFB
) {
1059 TRACE("defb b%u = %s", *pToken
& WINED3DSP_REGNUM_MASK
,
1060 *(pToken
+ 1)? "true": "false");
1067 DWORD param
, addr_token
;
1070 /* Print out predication source token first - it follows
1071 * the destination token. */
1072 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1074 shader_dump_param(iface
, *(pToken
+ 2), 0, 1);
1077 if (opcode_token
& WINED3DSI_COISSUE
) {
1078 /* PixWin marks instructions with the coissue flag with a '+' */
1082 TRACE("%s", curOpcode
->name
);
1084 if (curOpcode
->opcode
== WINED3DSIO_IFC
||
1085 curOpcode
->opcode
== WINED3DSIO_BREAKC
) {
1087 DWORD op
= (opcode_token
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1089 case COMPARISON_GT
: TRACE("_gt"); break;
1090 case COMPARISON_EQ
: TRACE("_eq"); break;
1091 case COMPARISON_GE
: TRACE("_ge"); break;
1092 case COMPARISON_LT
: TRACE("_lt"); break;
1093 case COMPARISON_NE
: TRACE("_ne"); break;
1094 case COMPARISON_LE
: TRACE("_le"); break;
1098 } else if (curOpcode
->opcode
== WINED3DSIO_TEX
&&
1099 This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
1100 if(opcode_token
& WINED3DSI_TEXLD_PROJECT
) TRACE("p");
1103 /* Destination token */
1104 if (curOpcode
->dst_token
) {
1106 /* Destination token */
1107 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1108 pToken
+= tokens_read
;
1111 shader_dump_ins_modifiers(param
);
1113 shader_dump_param(iface
, param
, addr_token
, 0);
1116 /* Predication token - already printed out, just skip it */
1117 if (opcode_token
& WINED3DSHADER_INSTRUCTION_PREDICATED
) {
1122 /* Other source tokens */
1123 for (i
= curOpcode
->dst_token
; i
< curOpcode
->num_params
; ++i
) {
1125 tokens_read
= shader_get_param(iface
, pToken
, ¶m
, &addr_token
);
1126 pToken
+= tokens_read
;
1129 TRACE((i
== 0)? " " : ", ");
1130 shader_dump_param(iface
, param
, addr_token
, 1);
1136 This
->baseShader
.functionLength
= (len
+ 1) * sizeof(DWORD
);
1138 This
->baseShader
.functionLength
= 1; /* no Function defined use fixed function vertex processing */
1142 static const SHADER_HANDLER shader_none_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] = {0};
1143 static void shader_none_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {}
1144 static void shader_none_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {}
1145 static void shader_none_deselect_depth_blt(IWineD3DDevice
*iface
) {}
1146 static void shader_none_load_constants(IWineD3DDevice
*iface
, char usePS
, char useVS
) {}
1147 static void shader_none_cleanup(IWineD3DDevice
*iface
) {}
1148 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG
*arg
, struct color_fixup_desc fixup
) {}
1149 static void shader_none_destroy(IWineD3DBaseShader
*iface
) {}
1150 static HRESULT
shader_none_alloc(IWineD3DDevice
*iface
) {return WINED3D_OK
;}
1151 static void shader_none_free(IWineD3DDevice
*iface
) {}
1152 static BOOL
shader_none_dirty_const(IWineD3DDevice
*iface
) {return FALSE
;}
1153 static GLuint
shader_none_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
1154 FIXME("NONE shader backend asked to generate a pixel shader\n");
1157 static void shader_none_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
1158 FIXME("NONE shader backend asked to generate a vertex shader\n");
1161 #define GLINFO_LOCATION (*gl_info)
1162 static void shader_none_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
1164 /* Set the shader caps to 0 for the none shader backend */
1165 pCaps
->VertexShaderVersion
= 0;
1166 pCaps
->PixelShaderVersion
= 0;
1167 pCaps
->PixelShader1xMaxValue
= 0.0;
1169 #undef GLINFO_LOCATION
1170 static BOOL
shader_none_color_fixup_supported(struct color_fixup_desc fixup
)
1172 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1174 TRACE("Checking support for fixup:\n");
1175 dump_color_fixup_desc(fixup
);
1178 /* Faked to make some apps happy. */
1179 if (!is_yuv_fixup(fixup
))
1185 TRACE("[FAILED]\n");
1189 const shader_backend_t none_shader_backend
= {
1190 shader_none_instruction_handler_table
,
1192 shader_none_select_depth_blt
,
1193 shader_none_deselect_depth_blt
,
1194 shader_none_load_constants
,
1195 shader_none_cleanup
,
1196 shader_none_color_correction
,
1197 shader_none_destroy
,
1200 shader_none_dirty_const
,
1201 shader_none_generate_pshader
,
1202 shader_none_generate_vshader
,
1203 shader_none_get_caps
,
1204 shader_none_color_fixup_supported
,
1207 /* *******************************************
1208 IWineD3DPixelShader IUnknown parts follow
1209 ******************************************* */
1210 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
1212 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1213 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
1214 if (IsEqualGUID(riid
, &IID_IUnknown
)
1215 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1216 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1217 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
1218 IUnknown_AddRef(iface
);
1223 return E_NOINTERFACE
;
1226 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
) {
1227 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1228 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->baseShader
.ref
);
1229 return InterlockedIncrement(&This
->baseShader
.ref
);
1232 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
) {
1233 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)iface
;
1234 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1236 TRACE("(%p) : Releasing from %d\n", This
, This
->baseShader
.ref
);
1237 ref
= InterlockedDecrement(&This
->baseShader
.ref
);
1239 deviceImpl
->shader_backend
->shader_destroy(iface
);
1240 HeapFree(GetProcessHeap(), 0, This
->baseShader
.function
);
1241 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1242 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1243 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1244 list_remove(&This
->baseShader
.shader_list_entry
);
1245 HeapFree(GetProcessHeap(), 0, This
);