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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/shader_sm1.c@ 20817

Last change on this file since 20817 was 20612, checked in by vboxsync, 16 years ago

crOpenGL: update wine to 1.1.23

  • Property svn:eol-style set to native
File size: 31.8 KB
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1/*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2006 Ivan Gyurdiev
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25/*
26 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
27 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
28 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
29 * a choice of LGPL license versions is made available with the language indicating
30 * that LGPLv2 or any later version may be used, or where a choice of which version
31 * of the LGPL is applied is otherwise unspecified.
32 */
33
34#include "config.h"
35#include "wine/port.h"
36
37#include "wined3d_private.h"
38
39WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
40
41/* DCL usage masks */
42#define WINED3DSP_DCL_USAGE_SHIFT 0
43#define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
44#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
45#define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
46
47/* DCL sampler type */
48#define WINED3DSP_TEXTURETYPE_SHIFT 27
49#define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
50
51/* Opcode-related masks */
52#define WINED3DSI_OPCODE_MASK 0x0000ffff
53
54#define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
55#define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
56
57#define WINED3DSI_INSTLENGTH_SHIFT 24
58#define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
59
60#define WINED3DSI_COISSUE (1 << 30)
61
62#define WINED3DSI_COMMENTSIZE_SHIFT 16
63#define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
64
65#define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
66
67/* Register number mask */
68#define WINED3DSP_REGNUM_MASK 0x000007ff
69
70/* Register type masks */
71#define WINED3DSP_REGTYPE_SHIFT 28
72#define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
73#define WINED3DSP_REGTYPE_SHIFT2 8
74#define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
75
76/* Relative addressing mask */
77#define WINED3DSHADER_ADDRESSMODE_SHIFT 13
78#define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
79
80/* Destination modifier mask */
81#define WINED3DSP_DSTMOD_SHIFT 20
82#define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
83
84/* Destination shift mask */
85#define WINED3DSP_DSTSHIFT_SHIFT 24
86#define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
87
88/* Write mask */
89#define WINED3D_SM1_WRITEMASK_SHIFT 16
90#define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT)
91
92/* Swizzle mask */
93#define WINED3DSP_SWIZZLE_SHIFT 16
94#define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
95
96/* Source modifier mask */
97#define WINED3DSP_SRCMOD_SHIFT 24
98#define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
99
100#define WINED3DSP_END 0x0000ffff
101
102#define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
103#define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff)
104
105enum WINED3DSHADER_ADDRESSMODE_TYPE
106{
107 WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
108 WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
109};
110
111struct wined3d_sm1_opcode_info
112{
113 unsigned int opcode;
114 UINT dst_count;
115 UINT param_count;
116 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
117 DWORD min_version;
118 DWORD max_version;
119};
120
121struct wined3d_sm1_data
122{
123 struct wined3d_shader_version shader_version;
124 const struct wined3d_sm1_opcode_info *opcode_table;
125};
126
127/* This table is not order or position dependent. */
128static const struct wined3d_sm1_opcode_info vs_opcode_table[] =
129{
130 /* Arithmetic */
131 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
132 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
133 {WINED3DSIO_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 },
134 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
135 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
136 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
137 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
138 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
139 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
140 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
141 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
142 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
143 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
144 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
145 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
146 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
147 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
148 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
149 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
150 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
151 {WINED3DSIO_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
152 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
153 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
154 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
155 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
156 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
157 {WINED3DSIO_SGN, 1, 2, WINED3DSIH_SGN, 0, 0 },
158 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
159 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
160 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
161 /* Matrix */
162 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
163 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
164 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
165 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
166 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
167 /* Declare registers */
168 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
169 /* Constant definitions */
170 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
171 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
172 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
173 /* Flow control */
174 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 },
175 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 },
176 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 },
177 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
178 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 },
179 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 },
180 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
181 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
182 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
183 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 },
184 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 },
185 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 },
186 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 },
187 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 },
188 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 },
189
190 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
191 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
192 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
193};
194
195static const struct wined3d_sm1_opcode_info ps_opcode_table[] =
196{
197 /* Arithmetic */
198 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
199 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
200 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
201 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
202 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
203 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
204 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
205 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
206 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
207 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
208 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
209 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
210 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
211 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
212 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
213 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
214 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
215 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
216 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
217 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
218 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
219 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
220 {WINED3DSIO_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)},
221 {WINED3DSIO_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)},
222 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
223 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
224 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
225 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
226 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
227 {WINED3DSIO_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 },
228 /* Matrix */
229 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
230 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
231 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
232 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
233 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
234 /* Register declarations */
235 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
236 /* Flow control */
237 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 },
238 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 },
239 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 },
240 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
241 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 },
242 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 },
243 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
244 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
245 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
246 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 },
247 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 },
248 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 },
249 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 },
250 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 },
251 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 },
252 /* Constant definitions */
253 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
254 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
255 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
256 /* Texture */
257 {WINED3DSIO_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)},
258 {WINED3DSIO_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
259 {WINED3DSIO_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)},
260 {WINED3DSIO_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)},
261 {WINED3DSIO_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
262 {WINED3DSIO_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 },
263 {WINED3DSIO_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)},
264 {WINED3DSIO_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
265 {WINED3DSIO_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
266 {WINED3DSIO_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
267 {WINED3DSIO_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
268 {WINED3DSIO_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
269 {WINED3DSIO_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
270 {WINED3DSIO_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
271 {WINED3DSIO_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)},
272 {WINED3DSIO_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
273 {WINED3DSIO_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
274 {WINED3DSIO_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
275 {WINED3DSIO_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
276 {WINED3DSIO_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)},
277 {WINED3DSIO_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
278 {WINED3DSIO_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
279 {WINED3DSIO_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
280 {WINED3DSIO_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
281 {WINED3DSIO_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 },
282 {WINED3DSIO_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 },
283 {WINED3DSIO_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 },
284 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
285 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
286 {WINED3DSIO_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
287 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
288};
289
290/* Read a parameter opcode from the input stream,
291 * and possibly a relative addressing token.
292 * Return the number of tokens read */
293static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token)
294{
295 UINT count = 1;
296
297 *token = *ptr;
298
299 /* PS >= 3.0 have relative addressing (with token)
300 * VS >= 2.0 have relative addressing (with token)
301 * VS >= 1.0 < 2.0 have relative addressing (without token)
302 * The version check below should work in general */
303 if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
304 {
305 if (priv->shader_version.major < 2)
306 {
307 *addr_token = (1 << 31)
308 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
309 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
310 | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
311 }
312 else
313 {
314 *addr_token = *(ptr + 1);
315 ++count;
316 }
317 }
318
319 return count;
320}
321
322static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code)
323{
324 DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor);
325 const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table;
326 DWORD i = 0;
327
328 while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE)
329 {
330 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
331 && shader_version >= opcode_table[i].min_version
332 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
333 {
334 return &opcode_table[i];
335 }
336 ++i;
337 }
338
339 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
340 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
341
342 return NULL;
343}
344
345/* Return the number of parameters to skip for an opcode */
346static int shader_skip_opcode(const struct wined3d_sm1_data *priv,
347 const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token)
348{
349 /* Shaders >= 2.0 may contain address tokens, but fortunately they
350 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
351 return (priv->shader_version.major >= 2)
352 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count;
353}
354
355static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
356 struct wined3d_shader_src_param *src)
357{
358 src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
359 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
360 src->reg.idx = param & WINED3DSP_REGNUM_MASK;
361 src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
362 src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
363 src->reg.rel_addr = rel_addr;
364}
365
366static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
367 struct wined3d_shader_dst_param *dst)
368{
369 dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
370 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
371 dst->reg.idx = param & WINED3DSP_REGNUM_MASK;
372 dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT;
373 dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
374 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
375 dst->reg.rel_addr = rel_addr;
376}
377
378/* Read the parameters of an unrecognized opcode from the input stream
379 * Return the number of tokens read.
380 *
381 * Note: This function assumes source or destination token format.
382 * It will not work with specially-formatted tokens like DEF or DCL,
383 * but hopefully those would be recognized */
384static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr)
385{
386 int tokens_read = 0;
387 int i = 0;
388
389 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
390 while (*ptr & 0x80000000)
391 {
392 DWORD token, addr_token = 0;
393 struct wined3d_shader_src_param rel_addr;
394
395 tokens_read += shader_get_param(priv, ptr, &token, &addr_token);
396 ptr += tokens_read;
397
398 FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
399
400 if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr);
401
402 if (!i)
403 {
404 struct wined3d_shader_dst_param dst;
405
406 shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst);
407 shader_dump_dst_param(&dst, &priv->shader_version);
408 }
409 else
410 {
411 struct wined3d_shader_src_param src;
412
413 shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src);
414 shader_dump_src_param(&src, &priv->shader_version);
415 }
416 FIXME("\n");
417 ++i;
418 }
419 return tokens_read;
420}
421
422static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
423{
424 struct wined3d_sm1_data *priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
425 if (!priv)
426 {
427 ERR("Failed to allocate private data\n");
428 return NULL;
429 }
430
431 if (output_signature)
432 {
433 FIXME("SM 1-3 shader shouldn't have output signatures.\n");
434 }
435
436 switch (*byte_code >> 16)
437 {
438 case WINED3D_SM1_VS:
439 priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
440 priv->opcode_table = vs_opcode_table;
441 break;
442
443 case WINED3D_SM1_PS:
444 priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
445 priv->opcode_table = ps_opcode_table;
446 break;
447
448 default:
449 FIXME("Unrecognized shader type %#x\n", *byte_code >> 16);
450 HeapFree(GetProcessHeap(), 0, priv);
451 return NULL;
452 }
453
454 return priv;
455}
456
457static void shader_sm1_free(void *data)
458{
459 HeapFree(GetProcessHeap(), 0, data);
460}
461
462static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
463{
464 struct wined3d_sm1_data *priv = data;
465 DWORD version_token;
466
467 version_token = *(*ptr)++;
468 TRACE("version: 0x%08x\n", version_token);
469
470 priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token);
471 priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token);
472 *shader_version = priv->shader_version;
473}
474
475static void shader_sm1_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
476 UINT *param_size)
477{
478 struct wined3d_sm1_data *priv = data;
479 const struct wined3d_sm1_opcode_info *opcode_info;
480 DWORD opcode_token;
481
482 opcode_token = *(*ptr)++;
483 opcode_info = shader_get_opcode(priv, opcode_token);
484 if (!opcode_info)
485 {
486 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
487 ins->handler_idx = WINED3DSIH_TABLE_SIZE;
488 *param_size = shader_skip_unrecognized(priv, *ptr);
489 return;
490 }
491
492 ins->handler_idx = opcode_info->handler_idx;
493 ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
494 ins->coissue = opcode_token & WINED3DSI_COISSUE;
495 ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
496 ins->dst_count = opcode_info->dst_count ? 1 : 0;
497 ins->src_count = opcode_info->param_count - opcode_info->dst_count;
498 *param_size = shader_skip_opcode(priv, opcode_info, opcode_token);
499}
500
501static void shader_sm1_read_src_param(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
502 struct wined3d_shader_src_param *src_rel_addr)
503{
504 struct wined3d_sm1_data *priv = data;
505 DWORD token, addr_token;
506
507 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
508 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
509 {
510 shader_parse_src_param(addr_token, NULL, src_rel_addr);
511 shader_parse_src_param(token, src_rel_addr, src_param);
512 }
513 else
514 {
515 shader_parse_src_param(token, NULL, src_param);
516 }
517}
518
519static void shader_sm1_read_dst_param(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
520 struct wined3d_shader_src_param *dst_rel_addr)
521{
522 struct wined3d_sm1_data *priv = data;
523 DWORD token, addr_token;
524
525 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
526 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
527 {
528 shader_parse_src_param(addr_token, NULL, dst_rel_addr);
529 shader_parse_dst_param(token, dst_rel_addr, dst_param);
530 }
531 else
532 {
533 shader_parse_dst_param(token, NULL, dst_param);
534 }
535}
536
537static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic)
538{
539 DWORD usage_token = *(*ptr)++;
540 DWORD dst_token = *(*ptr)++;
541
542 semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
543 semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
544 semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
545 shader_parse_dst_param(dst_token, NULL, &semantic->reg);
546}
547
548static void shader_sm1_read_comment(const DWORD **ptr, const char **comment)
549{
550 DWORD token = **ptr;
551
552 if ((token & WINED3DSI_OPCODE_MASK) != WINED3DSIO_COMMENT)
553 {
554 *comment = NULL;
555 return;
556 }
557
558 *comment = (const char *)++(*ptr);
559 *ptr += (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
560}
561
562static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
563{
564 if (**ptr == WINED3DSP_END)
565 {
566 ++(*ptr);
567 return TRUE;
568 }
569
570 return FALSE;
571}
572
573const struct wined3d_shader_frontend sm1_shader_frontend =
574{
575 shader_sm1_init,
576 shader_sm1_free,
577 shader_sm1_read_header,
578 shader_sm1_read_opcode,
579 shader_sm1_read_src_param,
580 shader_sm1_read_dst_param,
581 shader_sm1_read_semantic,
582 shader_sm1_read_comment,
583 shader_sm1_is_end,
584};
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