/* * shaders implementation * * 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 * * 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 #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d); static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version); static inline BOOL shader_is_version_token(DWORD token) { return shader_is_pshader_version(token) || shader_is_vshader_version(token); } void shader_buffer_init(struct SHADER_BUFFER *buffer) { buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE); buffer->buffer[0] = '\0'; buffer->bsize = 0; buffer->lineNo = 0; buffer->newline = TRUE; } void shader_buffer_free(struct SHADER_BUFFER *buffer) { HeapFree(GetProcessHeap(), 0, buffer->buffer); } int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args) { char* base = buffer->buffer + buffer->bsize; int rc; rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, 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; } if (buffer->newline) { TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base); buffer->newline = FALSE; } else { TRACE("%s", base); } buffer->bsize += rc; if (buffer->buffer[buffer->bsize-1] == '\n') { buffer->lineNo++; buffer->newline = TRUE; } return 0; } int shader_addline(SHADER_BUFFER* buffer, const char *format, ...) { int ret; va_list args; va_start(args, format); ret = shader_vaddline(buffer, format, args); va_end(args); return ret; } void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device, const SHADER_OPCODE *instruction_table) { shader->ref = 1; shader->device = device; shader->shader_ins = instruction_table; list_init(&shader->linked_programs); } const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code) { DWORD i = 0; /** TODO: use dichotomic search */ while (opcode_table[i].name) { 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; } /* 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 DWORD *pToken, DWORD shader_version, 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 */ char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 && ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_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(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version) { /* 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 (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2) ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_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 */ static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version) { 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(pToken, shader_version, ¶m, &addr_token); pToken += tokens_read; FIXME("Unrecognized opcode param: token=0x%08x " "addr_token=0x%08x name=", param, addr_token); shader_dump_param(param, addr_token, i, shader_version); FIXME("\n"); ++i; } return tokens_read; } /* Convert floating point offset relative * to a register file to an absolute offset for float constants */ static unsigned int shader_get_float_offset(const DWORD reg) { unsigned int regnum = reg & WINED3DSP_REGNUM_MASK; int regtype = shader_get_regtype(reg); switch (regtype) { case WINED3DSPR_CONST: return regnum; case WINED3DSPR_CONST2: return 2048 + regnum; case WINED3DSPR_CONST3: return 4096 + regnum; case WINED3DSPR_CONST4: return 6144 + regnum; default: FIXME("Unsupported register type: %d\n", regtype); return regnum; } } static void shader_delete_constant_list(struct list* clist) { struct list *ptr; struct local_constant* constant; ptr = list_head(clist); while (ptr) { constant = LIST_ENTRY(ptr, struct local_constant, entry); ptr = list_next(clist, ptr); HeapFree(GetProcessHeap(), 0, constant); } list_init(clist); } static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst) { dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2); dst->register_idx = param & WINED3DSP_REGNUM_MASK; dst->write_mask = param & WINED3DSP_WRITEMASK_ALL; dst->modifiers = param & WINED3DSP_DSTMOD_MASK; dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE; dst->addr_token = addr_param; } /* Note that this does not count the loop register * as an address register. */ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins; DWORD shader_version; unsigned int cur_loop_depth = 0, max_loop_depth = 0; const DWORD* pToken = byte_code; char pshader; /* There are some minor differences between pixel and vertex shaders */ memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat)); memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams)); /* get_registers_used is called on every compile on some 1.x shaders, which can result * in stacking up a collection of local constants. Delete the old constants if existing */ shader_delete_constant_list(&This->baseShader.constantsF); shader_delete_constant_list(&This->baseShader.constantsB); shader_delete_constant_list(&This->baseShader.constantsI); /* The version token is supposed to be the first token */ if (!shader_is_version_token(*pToken)) { FIXME("First token is not a version token, invalid shader.\n"); return WINED3DERR_INVALIDCALL; } reg_maps->shader_version = shader_version = *pToken++; pshader = shader_is_pshader_version(shader_version); while (WINED3DVS_END() != *pToken) { CONST SHADER_OPCODE* curOpcode; DWORD opcode_token; /* Skip comments */ if (shader_is_comment(*pToken)) { DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; ++pToken; pToken += comment_len; continue; } /* Fetch opcode */ opcode_token = *pToken++; curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token); /* Unhandled opcode, and its parameters */ if (NULL == curOpcode) { while (*pToken & 0x80000000) ++pToken; /* Handle declarations */ } else if (WINED3DSIO_DCL == curOpcode->opcode) { DWORD usage = *pToken++; DWORD param = *pToken++; DWORD regtype = shader_get_regtype(param); unsigned int regnum = param & WINED3DSP_REGNUM_MASK; /* Vshader: mark attributes used Pshader: mark 3.0 input registers used, save token */ if (WINED3DSPR_INPUT == regtype) { if (!pshader) reg_maps->attributes[regnum] = 1; else reg_maps->packed_input[regnum] = 1; semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; semantics_in[regnum].usage_idx = (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; shader_parse_dst_param(param, 0, &semantics_in[regnum].reg); /* Vshader: mark 3.0 output registers used, save token */ } else if (WINED3DSPR_OUTPUT == regtype) { reg_maps->packed_output[regnum] = 1; semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; semantics_out[regnum].usage_idx = (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; shader_parse_dst_param(param, 0, &semantics_out[regnum].reg); if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT)) reg_maps->fog = 1; /* Save sampler usage token */ } else if (WINED3DSPR_SAMPLER == regtype) reg_maps->samplers[regnum] = usage; } else if (WINED3DSIO_DEF == curOpcode->opcode) { local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = *pToken & WINED3DSP_REGNUM_MASK; memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD)); /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */ if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader) { float *value = (float *) lconst->value; if(value[0] < -1.0) value[0] = -1.0; else if(value[0] > 1.0) value[0] = 1.0; if(value[1] < -1.0) value[1] = -1.0; else if(value[1] > 1.0) value[1] = 1.0; if(value[2] < -1.0) value[2] = -1.0; else if(value[2] > 1.0) value[2] = 1.0; if(value[3] < -1.0) value[3] = -1.0; else if(value[3] > 1.0) value[3] = 1.0; } list_add_head(&This->baseShader.constantsF, &lconst->entry); pToken += curOpcode->num_params; } else if (WINED3DSIO_DEFI == curOpcode->opcode) { local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = *pToken & WINED3DSP_REGNUM_MASK; memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD)); list_add_head(&This->baseShader.constantsI, &lconst->entry); pToken += curOpcode->num_params; } else if (WINED3DSIO_DEFB == curOpcode->opcode) { local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant)); if (!lconst) return E_OUTOFMEMORY; lconst->idx = *pToken & WINED3DSP_REGNUM_MASK; memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD)); list_add_head(&This->baseShader.constantsB, &lconst->entry); pToken += curOpcode->num_params; /* If there's a loop in the shader */ } else if (WINED3DSIO_LOOP == curOpcode->opcode || WINED3DSIO_REP == curOpcode->opcode) { cur_loop_depth++; if(cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth; pToken += curOpcode->num_params; /* Rep and Loop always use an integer constant for the control parameters */ This->baseShader.uses_int_consts = TRUE; } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode || WINED3DSIO_ENDREP == curOpcode->opcode) { cur_loop_depth--; /* For subroutine prototypes */ } else if (WINED3DSIO_LABEL == curOpcode->opcode) { DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; reg_maps->labels[snum] = 1; pToken += curOpcode->num_params; /* Set texture, address, temporary registers */ } else { int i, limit; /* Declare 1.X samplers implicitly, based on the destination reg. number */ if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader /* Filter different instructions with the same enum values in VS */ && (WINED3DSIO_TEX == curOpcode->opcode || WINED3DSIO_TEXBEM == curOpcode->opcode || WINED3DSIO_TEXBEML == curOpcode->opcode || WINED3DSIO_TEXDP3TEX == curOpcode->opcode || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode || WINED3DSIO_TEXREG2AR == curOpcode->opcode || WINED3DSIO_TEXREG2GB == curOpcode->opcode || WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) { /* Fake sampler usage, only set reserved bit and ttype */ DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK; TRACE("Setting fake 2D sampler for 1.x pixelshader\n"); reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D; /* texbem is only valid with < 1.4 pixel shaders */ if(WINED3DSIO_TEXBEM == curOpcode->opcode || WINED3DSIO_TEXBEML == curOpcode->opcode) { reg_maps->bumpmat[sampler_code] = TRUE; if(WINED3DSIO_TEXBEML == curOpcode->opcode) { reg_maps->luminanceparams[sampler_code] = TRUE; } } } if(WINED3DSIO_NRM == curOpcode->opcode) { reg_maps->usesnrm = 1; } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) { DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK; reg_maps->bumpmat[regnum] = TRUE; } else if(WINED3DSIO_DSY == curOpcode->opcode) { reg_maps->usesdsy = 1; } /* 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 & WINED3DSHADER_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(pToken, shader_version, ¶m, &addr_token); regtype = shader_get_regtype(param); reg = param & WINED3DSP_REGNUM_MASK; if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */ if (pshader) reg_maps->texcoord[reg] = 1; else reg_maps->address[reg] = 1; } else if (WINED3DSPR_TEMP == regtype) reg_maps->temporary[reg] = 1; else if (WINED3DSPR_INPUT == regtype) { if( !pshader) reg_maps->attributes[reg] = 1; else { if(param & WINED3DSHADER_ADDRMODE_RELATIVE) { /* If relative addressing is used, we must assume that all registers * are used. Even if it is a construct like v3[aL], we can't assume * that v0, v1 and v2 aren't read because aL can be negative */ unsigned int i; for(i = 0; i < MAX_REG_INPUT; i++) { ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE; } } else { ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE; } } } else if (WINED3DSPR_RASTOUT == regtype && reg == 1) reg_maps->fog = 1; else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader) reg_maps->vpos = 1; else if(WINED3DSPR_CONST == regtype) { if(param & WINED3DSHADER_ADDRMODE_RELATIVE) { if(!pshader) { if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) { ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg; } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) { ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg; } } reg_maps->usesrelconstF = TRUE; } } else if(WINED3DSPR_CONSTINT == regtype) { This->baseShader.uses_int_consts = TRUE; } else if(WINED3DSPR_CONSTBOOL == regtype) { This->baseShader.uses_bool_consts = TRUE; } /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT * isn't used in them, but future register types might cause issues */ else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */ && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3) { reg_maps->texcoord_mask[reg] |= shader_get_writemask(param); } } } } ++pToken; reg_maps->loop_depth = max_loop_depth; This->baseShader.functionLength = ((char *)pToken - (char *)byte_code); return WINED3D_OK; } static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version) { DWORD regtype = shader_get_regtype(param); TRACE("dcl"); if (regtype == WINED3DSPR_SAMPLER) { DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK; switch (ttype) { case WINED3DSTT_2D: TRACE("_2d"); break; case WINED3DSTT_CUBE: TRACE("_cube"); break; case WINED3DSTT_VOLUME: TRACE("_volume"); break; default: TRACE("_unknown_ttype(0x%08x)", ttype); } } else { DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK; DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; /* Pixel shaders 3.0 don't have usage semantics */ if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0)) return; else TRACE("_"); switch(usage) { case WINED3DDECLUSAGE_POSITION: TRACE("position%d", idx); break; case WINED3DDECLUSAGE_BLENDINDICES: TRACE("blend"); break; case WINED3DDECLUSAGE_BLENDWEIGHT: TRACE("weight"); break; case WINED3DDECLUSAGE_NORMAL: TRACE("normal%d", idx); break; case WINED3DDECLUSAGE_PSIZE: TRACE("psize"); break; case WINED3DDECLUSAGE_COLOR: if(idx == 0) { TRACE("color"); } else { TRACE("specular%d", (idx - 1)); } break; case WINED3DDECLUSAGE_TEXCOORD: TRACE("texture%d", idx); break; case WINED3DDECLUSAGE_TANGENT: TRACE("tangent"); break; case WINED3DDECLUSAGE_BINORMAL: TRACE("binormal"); break; case WINED3DDECLUSAGE_TESSFACTOR: TRACE("tessfactor"); break; case WINED3DDECLUSAGE_POSITIONT: TRACE("positionT%d", idx); break; case WINED3DDECLUSAGE_FOG: TRACE("fog"); break; case WINED3DDECLUSAGE_DEPTH: TRACE("depth"); break; case WINED3DDECLUSAGE_SAMPLE: TRACE("sample"); break; default: FIXME("unknown_semantics(0x%08x)", usage); } } } static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token, unsigned int reg, int input, DWORD shader_version) { char relative = ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE); if (relative) { TRACE("["); if (addr_token) shader_dump_param(addr_token, 0, input, shader_version); else TRACE("a0.x"); TRACE(" + "); } TRACE("%u", reg); if (relative) TRACE("]"); } static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version) { static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" }; static const char * const misctype_reg_names[] = { "vPos", "vFace"}; const char *swizzle_reg_chars = "xyzw"; DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); DWORD modifier = param & WINED3DSP_SRCMOD_MASK; /* There are some minor differences between pixel and vertex shaders */ char pshader = shader_is_pshader_version(shader_version); if (input) { if ( (modifier == WINED3DSPSM_NEG) || (modifier == WINED3DSPSM_BIASNEG) || (modifier == WINED3DSPSM_SIGNNEG) || (modifier == WINED3DSPSM_X2NEG) || (modifier == WINED3DSPSM_ABSNEG) ) TRACE("-"); else if (modifier == WINED3DSPSM_COMP) TRACE("1-"); else if (modifier == WINED3DSPSM_NOT) TRACE("!"); if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) TRACE("abs("); } switch (regtype) { case WINED3DSPR_TEMP: TRACE("r%u", reg); break; case WINED3DSPR_INPUT: TRACE("v"); shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_CONST: case WINED3DSPR_CONST2: case WINED3DSPR_CONST3: case WINED3DSPR_CONST4: TRACE("c"); shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version); break; case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */ TRACE("%c%u", (pshader? 't':'a'), reg); break; case WINED3DSPR_RASTOUT: TRACE("%s", rastout_reg_names[reg]); break; case WINED3DSPR_COLOROUT: TRACE("oC%u", reg); break; case WINED3DSPR_DEPTHOUT: TRACE("oDepth"); break; case WINED3DSPR_ATTROUT: TRACE("oD%u", reg); break; case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0 use general purpose output registers * (WINED3DSPR_OUTPUT), which can include an address token */ if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) { TRACE("o"); shader_dump_arr_entry(param, addr_token, reg, input, shader_version); } else TRACE("oT%u", reg); break; case WINED3DSPR_CONSTINT: TRACE("i"); shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_CONSTBOOL: TRACE("b"); shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_LABEL: TRACE("l%u", reg); break; case WINED3DSPR_LOOP: TRACE("aL"); break; case WINED3DSPR_SAMPLER: TRACE("s%u", reg); break; case WINED3DSPR_MISCTYPE: if (reg > 1) { FIXME("Unhandled misctype register %d\n", reg); } else { TRACE("%s", misctype_reg_names[reg]); } break; case WINED3DSPR_PREDICATE: TRACE("p%u", reg); break; default: TRACE("unhandled_rtype(%#x)", regtype); break; } if (!input) { /* operand output (for modifiers and shift, see dump_ins_modifiers) */ if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) { TRACE("."); if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]); if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]); if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]); if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]); } } else { /** operand input */ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; if (0 != modifier) { switch (modifier) { case WINED3DSPSM_NONE: break; case WINED3DSPSM_NEG: break; case WINED3DSPSM_NOT: break; case WINED3DSPSM_BIAS: TRACE("_bias"); break; case WINED3DSPSM_BIASNEG: TRACE("_bias"); break; case WINED3DSPSM_SIGN: TRACE("_bx2"); break; case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break; case WINED3DSPSM_COMP: break; case WINED3DSPSM_X2: TRACE("_x2"); break; case WINED3DSPSM_X2NEG: TRACE("_x2"); break; case WINED3DSPSM_DZ: TRACE("_dz"); break; case WINED3DSPSM_DW: TRACE("_dw"); break; case WINED3DSPSM_ABSNEG: TRACE(")"); break; case WINED3DSPSM_ABS: TRACE(")"); break; default: TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT); } } /** * swizzle bits fields: * RRGGBBAA */ if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) { if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { TRACE(".%c", swizzle_reg_chars[swizzle_x]); } else { TRACE(".%c%c%c%c", swizzle_reg_chars[swizzle_x], swizzle_reg_chars[swizzle_y], swizzle_reg_chars[swizzle_z], swizzle_reg_chars[swizzle_w]); } } } } /* Shared code in order to generate the bulk of the shader string. * NOTE: A description of how to parse tokens can be found on msdn */ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, const shader_reg_maps* reg_maps, CONST DWORD* pFunction) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */ const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins; const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table; DWORD shader_version = reg_maps->shader_version; struct wined3d_shader_dst_param dst_param; struct wined3d_shader_instruction ins; struct wined3d_shader_context ctx; const DWORD *pToken = pFunction; const SHADER_OPCODE *curOpcode; SHADER_HANDLER hw_fct; DWORD i; /* Initialize current parsing state */ ctx.shader = iface; ctx.reg_maps = reg_maps; ctx.buffer = buffer; ins.ctx = &ctx; ins.dst = &dst_param; This->baseShader.parse_state.current_row = 0; while (WINED3DPS_END() != *pToken) { DWORD opcode_token; /* Skip version token */ if (shader_is_version_token(*pToken)) { ++pToken; continue; } /* Skip comment tokens */ if (shader_is_comment(*pToken)) { pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; ++pToken; continue; } /* Read opcode */ opcode_token = *pToken++; curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token); /* Unknown opcode and its parameters */ if (!curOpcode) { FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token); pToken += shader_skip_unrecognized(pToken, shader_version); continue; } /* Nothing to do */ if (WINED3DSIO_DCL == curOpcode->opcode || WINED3DSIO_NOP == curOpcode->opcode || WINED3DSIO_DEF == curOpcode->opcode || WINED3DSIO_DEFI == curOpcode->opcode || WINED3DSIO_DEFB == curOpcode->opcode || WINED3DSIO_PHASE == curOpcode->opcode || WINED3DSIO_RET == curOpcode->opcode) { pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version); continue; } /* Select handler */ hw_fct = handler_table[curOpcode->handler_idx]; /* Unhandled opcode */ if (!hw_fct) { FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version); continue; } ins.handler_idx = curOpcode->handler_idx; ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK; ins.coissue = opcode_token & WINED3DSI_COISSUE; /* Destination token */ ins.dst_count = curOpcode->dst_token ? 1 : 0; if (ins.dst_count) { DWORD param, addr_param = 0; pToken += shader_get_param(pToken, shader_version, ¶m, &addr_param); shader_parse_dst_param(param, addr_param, &dst_param); } /* Predication token */ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++; /* Other source tokens */ ins.src_count = curOpcode->num_params - curOpcode->dst_token; for (i = 0; i < ins.src_count; ++i) { DWORD param, addr_token = 0; pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token); ins.src[i] = param; ins.src_addr[i] = addr_token; } /* Call appropriate function for output target */ hw_fct(&ins); /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */ /* FIXME: This should be internal to the shader backend. * Also, right now this is the only reason "shader_mode" exists. */ if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins); } } static void shader_dump_ins_modifiers(const DWORD output) { DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; DWORD mmask = output & WINED3DSP_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(%d)", shift); break; } if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat"); if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp"); if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid"); mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID); if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT); } void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table) { const DWORD* pToken = pFunction; const SHADER_OPCODE* curOpcode = NULL; DWORD shader_version; DWORD opcode_token; DWORD i; TRACE("Parsing %p\n", pFunction); /* The version token is supposed to be the first token */ if (!shader_is_version_token(*pToken)) { FIXME("First token is not a version token, invalid shader.\n"); return; } shader_version = *pToken++; TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs", WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version)); while (WINED3DVS_END() != *pToken) { if (shader_is_comment(*pToken)) /* comment */ { DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; ++pToken; TRACE("//%s\n", (const char*)pToken); pToken += comment_len; continue; } opcode_token = *pToken++; curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token); if (!curOpcode) { int tokens_read; FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token); tokens_read = shader_skip_unrecognized(pToken, shader_version); pToken += tokens_read; } else { if (curOpcode->opcode == WINED3DSIO_DCL) { DWORD usage = *pToken; DWORD param = *(pToken + 1); shader_dump_decl_usage(usage, param, shader_version); shader_dump_ins_modifiers(param); TRACE(" "); shader_dump_param(param, 0, 0, shader_version); pToken += 2; } else if (curOpcode->opcode == WINED3DSIO_DEF) { unsigned int offset = shader_get_float_offset(*pToken); TRACE("def c%u = %f, %f, %f, %f", offset, *(const float *)(pToken + 1), *(const float *)(pToken + 2), *(const float *)(pToken + 3), *(const float *)(pToken + 4)); pToken += 5; } else if (curOpcode->opcode == WINED3DSIO_DEFI) { TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK, *(pToken + 1), *(pToken + 2), *(pToken + 3), *(pToken + 4)); pToken += 5; } else if (curOpcode->opcode == WINED3DSIO_DEFB) { TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK, *(pToken + 1)? "true": "false"); pToken += 2; } else { DWORD param, addr_token; int tokens_read; /* Print out predication source token first - it follows * the destination token. */ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) { TRACE("("); shader_dump_param(*(pToken + 2), 0, 1, shader_version); TRACE(") "); } if (opcode_token & WINED3DSI_COISSUE) { /* PixWin marks instructions with the coissue flag with a '+' */ TRACE("+"); } TRACE("%s", curOpcode->name); if (curOpcode->opcode == WINED3DSIO_IFC || curOpcode->opcode == WINED3DSIO_BREAKC) { DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT; switch (op) { case COMPARISON_GT: TRACE("_gt"); break; case COMPARISON_EQ: TRACE("_eq"); break; case COMPARISON_GE: TRACE("_ge"); break; case COMPARISON_LT: TRACE("_lt"); break; case COMPARISON_NE: TRACE("_ne"); break; case COMPARISON_LE: TRACE("_le"); break; default: TRACE("_(%u)", op); } } else if (curOpcode->opcode == WINED3DSIO_TEX && shader_version >= WINED3DPS_VERSION(2,0) && (opcode_token & WINED3DSI_TEXLD_PROJECT)) { TRACE("p"); } /* Destination token */ if (curOpcode->dst_token) { tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token); pToken += tokens_read; shader_dump_ins_modifiers(param); TRACE(" "); shader_dump_param(param, addr_token, 0, shader_version); } /* Predication token - already printed out, just skip it */ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) { pToken++; } /* Other source tokens */ for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) { tokens_read = shader_get_param(pToken, shader_version, ¶m, &addr_token); pToken += tokens_read; TRACE((i == 0)? " " : ", "); shader_dump_param(param, addr_token, 1, shader_version); } } TRACE("\n"); } } } void shader_cleanup(IWineD3DBaseShader *iface) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface; ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface); HeapFree(GetProcessHeap(), 0, This->baseShader.function); shader_delete_constant_list(&This->baseShader.constantsF); shader_delete_constant_list(&This->baseShader.constantsB); shader_delete_constant_list(&This->baseShader.constantsI); list_remove(&This->baseShader.shader_list_entry); } static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0}; static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {} static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {} static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {} static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {} static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {} static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {} static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {} static void shader_none_destroy(IWineD3DBaseShader *iface) {} static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;} static void shader_none_free(IWineD3DDevice *iface) {} static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;} static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) { FIXME("NONE shader backend asked to generate a pixel shader\n"); return 0; } static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) { FIXME("NONE shader backend asked to generate a vertex shader\n"); return 0; } #define GLINFO_LOCATION (*gl_info) static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { /* Set the shader caps to 0 for the none shader backend */ pCaps->VertexShaderVersion = 0; pCaps->PixelShaderVersion = 0; pCaps->PixelShader1xMaxValue = 0.0; } #undef GLINFO_LOCATION static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup) { if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(fixup); } /* Faked to make some apps happy. */ if (!is_yuv_fixup(fixup)) { TRACE("[OK]\n"); return TRUE; } TRACE("[FAILED]\n"); return FALSE; } const shader_backend_t none_shader_backend = { shader_none_instruction_handler_table, shader_none_select, shader_none_select_depth_blt, shader_none_deselect_depth_blt, shader_none_update_float_vertex_constants, shader_none_update_float_pixel_constants, shader_none_load_constants, shader_none_load_np2fixup_constants, shader_none_destroy, shader_none_alloc, shader_none_free, shader_none_dirty_const, shader_none_generate_pshader, shader_none_generate_vshader, shader_none_get_caps, shader_none_color_fixup_supported, };