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https://github.com/reactos/wine.git
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1188 lines
44 KiB
C
1188 lines
44 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <string.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
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static inline BOOL shader_is_version_token(DWORD token) {
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return shader_is_pshader_version(token) ||
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shader_is_vshader_version(token);
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}
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void shader_buffer_init(struct SHADER_BUFFER *buffer)
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{
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buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
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buffer->buffer[0] = '\0';
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buffer->bsize = 0;
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buffer->lineNo = 0;
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buffer->newline = TRUE;
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}
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void shader_buffer_free(struct SHADER_BUFFER *buffer)
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{
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HeapFree(GetProcessHeap(), 0, buffer->buffer);
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}
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int shader_addline(
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SHADER_BUFFER* buffer,
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const char *format, ...) {
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char* base = buffer->buffer + buffer->bsize;
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int rc;
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va_list args;
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va_start(args, format);
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rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
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va_end(args);
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if (rc < 0 || /* C89 */
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rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
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ERR("The buffer allocated for the shader program string "
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"is too small at %d bytes.\n", SHADER_PGMSIZE);
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buffer->bsize = SHADER_PGMSIZE - 1;
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return -1;
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}
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if (buffer->newline) {
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TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
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buffer->newline = FALSE;
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} else {
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TRACE("%s", base);
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}
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buffer->bsize += rc;
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if (buffer->buffer[buffer->bsize-1] == '\n') {
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buffer->lineNo++;
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buffer->newline = TRUE;
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}
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return 0;
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}
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void shader_init(struct IWineD3DBaseShaderClass *shader,
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IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
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{
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shader->ref = 1;
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shader->device = device;
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shader->shader_ins = instruction_table;
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list_init(&shader->linked_programs);
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}
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const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
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{
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DWORD i = 0;
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/** TODO: use dichotomic search */
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while (opcode_table[i].name)
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{
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if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
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&& shader_version >= opcode_table[i].min_version
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&& (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
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{
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return &opcode_table[i];
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}
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++i;
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}
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FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
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code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
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return NULL;
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}
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/* Read a parameter opcode from the input stream,
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* and possibly a relative addressing token.
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* Return the number of tokens read */
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static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
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{
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/* PS >= 3.0 have relative addressing (with token)
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* VS >= 2.0 have relative addressing (with token)
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* VS >= 1.0 < 2.0 have relative addressing (without token)
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* The version check below should work in general */
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char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
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((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
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*param = *pToken;
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*addr_token = rel_token? *(pToken + 1): 0;
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return rel_token? 2:1;
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}
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/* Return the number of parameters to skip for an opcode */
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static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
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{
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/* Shaders >= 2.0 may contain address tokens, but fortunately they
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* have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
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return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
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? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
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}
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/* Read the parameters of an unrecognized opcode from the input stream
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* Return the number of tokens read.
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*
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* Note: This function assumes source or destination token format.
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* It will not work with specially-formatted tokens like DEF or DCL,
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* but hopefully those would be recognized */
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static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
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{
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int tokens_read = 0;
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int i = 0;
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/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
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while (*pToken & 0x80000000) {
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DWORD param, addr_token;
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tokens_read += shader_get_param(pToken, shader_version, ¶m, &addr_token);
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pToken += tokens_read;
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FIXME("Unrecognized opcode param: token=0x%08x "
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"addr_token=0x%08x name=", param, addr_token);
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shader_dump_param(param, addr_token, i, shader_version);
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FIXME("\n");
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++i;
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}
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return tokens_read;
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}
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/* Convert floating point offset relative
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* to a register file to an absolute offset for float constants */
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static unsigned int shader_get_float_offset(const DWORD reg)
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{
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unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
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int regtype = shader_get_regtype(reg);
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switch (regtype) {
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case WINED3DSPR_CONST: return regnum;
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case WINED3DSPR_CONST2: return 2048 + regnum;
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case WINED3DSPR_CONST3: return 4096 + regnum;
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case WINED3DSPR_CONST4: return 6144 + regnum;
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default:
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FIXME("Unsupported register type: %d\n", regtype);
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return regnum;
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}
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}
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static void shader_delete_constant_list(struct list* clist) {
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struct list *ptr;
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struct local_constant* constant;
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ptr = list_head(clist);
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while (ptr) {
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constant = LIST_ENTRY(ptr, struct local_constant, entry);
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ptr = list_next(clist, ptr);
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HeapFree(GetProcessHeap(), 0, constant);
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}
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list_init(clist);
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}
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/* Note that this does not count the loop register
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* as an address register. */
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HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
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struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
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DWORD shader_version;
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unsigned int cur_loop_depth = 0, max_loop_depth = 0;
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const DWORD* pToken = byte_code;
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char pshader;
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/* There are some minor differences between pixel and vertex shaders */
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memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
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memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
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/* get_registers_used is called on every compile on some 1.x shaders, which can result
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* in stacking up a collection of local constants. Delete the old constants if existing
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*/
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shader_delete_constant_list(&This->baseShader.constantsF);
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shader_delete_constant_list(&This->baseShader.constantsB);
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shader_delete_constant_list(&This->baseShader.constantsI);
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/* The version token is supposed to be the first token */
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if (!shader_is_version_token(*pToken))
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{
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FIXME("First token is not a version token, invalid shader.\n");
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return WINED3DERR_INVALIDCALL;
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}
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reg_maps->shader_version = shader_version = *pToken++;
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pshader = shader_is_pshader_version(shader_version);
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while (WINED3DVS_END() != *pToken) {
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CONST SHADER_OPCODE* curOpcode;
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DWORD opcode_token;
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/* Skip comments */
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if (shader_is_comment(*pToken))
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{
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DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
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++pToken;
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pToken += comment_len;
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continue;
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}
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/* Fetch opcode */
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opcode_token = *pToken++;
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curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
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/* Unhandled opcode, and its parameters */
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if (NULL == curOpcode) {
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while (*pToken & 0x80000000)
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++pToken;
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/* Handle declarations */
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} else if (WINED3DSIO_DCL == curOpcode->opcode) {
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DWORD usage = *pToken++;
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DWORD param = *pToken++;
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DWORD regtype = shader_get_regtype(param);
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unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
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/* Vshader: mark attributes used
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Pshader: mark 3.0 input registers used, save token */
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if (WINED3DSPR_INPUT == regtype) {
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if (!pshader)
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reg_maps->attributes[regnum] = 1;
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else
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reg_maps->packed_input[regnum] = 1;
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semantics_in[regnum].usage = usage;
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semantics_in[regnum].reg = param;
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/* Vshader: mark 3.0 output registers used, save token */
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} else if (WINED3DSPR_OUTPUT == regtype) {
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reg_maps->packed_output[regnum] = 1;
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semantics_out[regnum].usage = usage;
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semantics_out[regnum].reg = param;
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if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
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reg_maps->fog = 1;
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/* Save sampler usage token */
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} else if (WINED3DSPR_SAMPLER == regtype)
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reg_maps->samplers[regnum] = usage;
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} else if (WINED3DSIO_DEF == curOpcode->opcode) {
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
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/* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
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if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
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{
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float *value = (float *) lconst->value;
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if(value[0] < -1.0) value[0] = -1.0;
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else if(value[0] > 1.0) value[0] = 1.0;
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if(value[1] < -1.0) value[1] = -1.0;
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else if(value[1] > 1.0) value[1] = 1.0;
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if(value[2] < -1.0) value[2] = -1.0;
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else if(value[2] > 1.0) value[2] = 1.0;
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if(value[3] < -1.0) value[3] = -1.0;
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else if(value[3] > 1.0) value[3] = 1.0;
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}
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list_add_head(&This->baseShader.constantsF, &lconst->entry);
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pToken += curOpcode->num_params;
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} else if (WINED3DSIO_DEFI == curOpcode->opcode) {
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
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list_add_head(&This->baseShader.constantsI, &lconst->entry);
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pToken += curOpcode->num_params;
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} else if (WINED3DSIO_DEFB == curOpcode->opcode) {
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local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
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if (!lconst) return E_OUTOFMEMORY;
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lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
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memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
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list_add_head(&This->baseShader.constantsB, &lconst->entry);
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pToken += curOpcode->num_params;
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/* If there's a loop in the shader */
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} else if (WINED3DSIO_LOOP == curOpcode->opcode ||
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WINED3DSIO_REP == curOpcode->opcode) {
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cur_loop_depth++;
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if(cur_loop_depth > max_loop_depth)
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max_loop_depth = cur_loop_depth;
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pToken += curOpcode->num_params;
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/* Rep and Loop always use an integer constant for the control parameters */
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This->baseShader.uses_int_consts = TRUE;
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} else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
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WINED3DSIO_ENDREP == curOpcode->opcode) {
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cur_loop_depth--;
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/* For subroutine prototypes */
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} else if (WINED3DSIO_LABEL == curOpcode->opcode) {
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DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
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reg_maps->labels[snum] = 1;
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pToken += curOpcode->num_params;
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/* Set texture, address, temporary registers */
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} else {
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int i, limit;
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/* Declare 1.X samplers implicitly, based on the destination reg. number */
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if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
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&& pshader /* Filter different instructions with the same enum values in VS */
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&& (WINED3DSIO_TEX == curOpcode->opcode
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|| WINED3DSIO_TEXBEM == curOpcode->opcode
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|| WINED3DSIO_TEXBEML == curOpcode->opcode
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|| WINED3DSIO_TEXDP3TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
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|| WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
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|| WINED3DSIO_TEXREG2AR == curOpcode->opcode
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|| WINED3DSIO_TEXREG2GB == curOpcode->opcode
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|| WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
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{
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/* Fake sampler usage, only set reserved bit and ttype */
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DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
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TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
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reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
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/* texbem is only valid with < 1.4 pixel shaders */
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if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
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WINED3DSIO_TEXBEML == curOpcode->opcode) {
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reg_maps->bumpmat[sampler_code] = TRUE;
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if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
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reg_maps->luminanceparams[sampler_code] = TRUE;
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}
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}
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}
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if(WINED3DSIO_NRM == curOpcode->opcode) {
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reg_maps->usesnrm = 1;
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} else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
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DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
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reg_maps->bumpmat[regnum] = TRUE;
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} else if(WINED3DSIO_DSY == curOpcode->opcode) {
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reg_maps->usesdsy = 1;
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}
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/* This will loop over all the registers and try to
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* make a bitmask of the ones we're interested in.
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*
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* Relative addressing tokens are ignored, but that's
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* okay, since we'll catch any address registers when
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* they are initialized (required by spec) */
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limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
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curOpcode->num_params + 1: curOpcode->num_params;
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for (i = 0; i < limit; ++i) {
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DWORD param, addr_token, reg, regtype;
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pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
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regtype = shader_get_regtype(param);
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reg = param & WINED3DSP_REGNUM_MASK;
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if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
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if (pshader)
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reg_maps->texcoord[reg] = 1;
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else
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reg_maps->address[reg] = 1;
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}
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else if (WINED3DSPR_TEMP == regtype)
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reg_maps->temporary[reg] = 1;
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else if (WINED3DSPR_INPUT == regtype) {
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if( !pshader)
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reg_maps->attributes[reg] = 1;
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else {
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if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
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/* If relative addressing is used, we must assume that all registers
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* are used. Even if it is a construct like v3[aL], we can't assume
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* that v0, v1 and v2 aren't read because aL can be negative
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*/
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unsigned int i;
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for(i = 0; i < MAX_REG_INPUT; i++) {
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((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
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}
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} else {
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((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
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}
|
|
}
|
|
}
|
|
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
|
|
IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
|
|
{
|
|
IWineD3DBaseTextureImpl *texture;
|
|
struct color_fixup_desc fixup;
|
|
BOOL recorded = FALSE;
|
|
DWORD sampler_idx;
|
|
UINT i;
|
|
|
|
switch(arg->opcode->opcode)
|
|
{
|
|
case WINED3DSIO_TEX:
|
|
if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
break;
|
|
|
|
case WINED3DSIO_TEXLDL:
|
|
FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
|
|
return;
|
|
|
|
case WINED3DSIO_TEXDP3TEX:
|
|
case WINED3DSIO_TEXM3x3TEX:
|
|
case WINED3DSIO_TEXM3x3SPEC:
|
|
case WINED3DSIO_TEXM3x3VSPEC:
|
|
case WINED3DSIO_TEXBEM:
|
|
case WINED3DSIO_TEXREG2AR:
|
|
case WINED3DSIO_TEXREG2GB:
|
|
case WINED3DSIO_TEXREG2RGB:
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
break;
|
|
|
|
default:
|
|
/* Not a texture sampling instruction, nothing to do */
|
|
return;
|
|
};
|
|
|
|
texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
|
|
if (texture) fixup = texture->baseTexture.shader_color_fixup;
|
|
else fixup = COLOR_FIXUP_IDENTITY;
|
|
|
|
/* before doing anything, record the sampler with the format in the format conversion list,
|
|
* but check if it's not there already */
|
|
for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
|
|
{
|
|
if (shader->baseShader.sampled_samplers[i] == sampler_idx)
|
|
{
|
|
recorded = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!recorded)
|
|
{
|
|
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
|
|
++shader->baseShader.num_sampled_samplers;
|
|
}
|
|
|
|
device->shader_backend->shader_color_correction(arg, fixup);
|
|
}
|
|
|
|
/* 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;
|
|
const DWORD *pToken = pFunction;
|
|
const SHADER_OPCODE *curOpcode;
|
|
SHADER_HANDLER hw_fct;
|
|
DWORD i;
|
|
SHADER_OPCODE_ARG hw_arg;
|
|
|
|
/* Initialize current parsing state */
|
|
hw_arg.shader = iface;
|
|
hw_arg.buffer = buffer;
|
|
hw_arg.reg_maps = reg_maps;
|
|
This->baseShader.parse_state.current_row = 0;
|
|
|
|
while (WINED3DPS_END() != *pToken)
|
|
{
|
|
/* 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 */
|
|
hw_arg.opcode_token = *pToken++;
|
|
curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
|
|
|
|
/* Unknown opcode and its parameters */
|
|
if (!curOpcode)
|
|
{
|
|
FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.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, hw_arg.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, hw_arg.opcode_token, shader_version);
|
|
continue;
|
|
}
|
|
|
|
hw_arg.opcode = curOpcode;
|
|
|
|
/* Destination token */
|
|
if (curOpcode->dst_token)
|
|
{
|
|
DWORD param, addr_token = 0;
|
|
pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
|
|
hw_arg.dst = param;
|
|
hw_arg.dst_addr = addr_token;
|
|
}
|
|
|
|
/* Predication token */
|
|
if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
|
|
|
|
/* Other source tokens */
|
|
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
|
|
{
|
|
DWORD param, addr_token = 0;
|
|
pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
|
|
hw_arg.src[i] = param;
|
|
hw_arg.src_addr[i] = addr_token;
|
|
}
|
|
|
|
/* Call appropriate function for output target */
|
|
hw_fct(&hw_arg);
|
|
|
|
/* Add color correction if needed */
|
|
shader_color_correction(This, device, &hw_arg, shader_version);
|
|
|
|
/* 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(&hw_arg);
|
|
}
|
|
}
|
|
|
|
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_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
|
|
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 void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
|
|
FIXME("NONE shader backend asked to generate a vertex shader\n");
|
|
}
|
|
|
|
#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_color_correction,
|
|
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,
|
|
};
|