diff options
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/shader_sm1.c')
-rw-r--r-- | src/VBox/Devices/Graphics/shaderlib/shader_sm1.c | 707 |
1 files changed, 707 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/shader_sm1.c b/src/VBox/Devices/Graphics/shaderlib/shader_sm1.c new file mode 100644 index 00000000..7964ad56 --- /dev/null +++ b/src/VBox/Devices/Graphics/shaderlib/shader_sm1.c @@ -0,0 +1,707 @@ +/* + * 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 + * Copyright 2009 Henri Verbeet 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 + */ + +/* + * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice + * other than GPL or LGPL is available it will apply instead, Oracle elects to use only + * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where + * a choice of LGPL license versions is made available with the language indicating + * that LGPLv2 or any later version may be used, or where a choice of which version + * of the LGPL is applied is otherwise unspecified. + */ + +#include "config.h" +#include "wine/port.h" + +#include "wined3d_private.h" + +WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); + +/* DCL usage masks */ +#define WINED3DSP_DCL_USAGE_SHIFT 0 +#define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT) +#define WINED3DSP_DCL_USAGEINDEX_SHIFT 16 +#define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT) + +/* DCL sampler type */ +#define WINED3DSP_TEXTURETYPE_SHIFT 27 +#define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT) + +/* Opcode-related masks */ +#define WINED3DSI_OPCODE_MASK 0x0000ffff + +#define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16 +#define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT) + +#define WINED3DSI_INSTLENGTH_SHIFT 24 +#define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT) + +#define WINED3DSI_COISSUE (1 << 30) + +#define WINED3DSI_COMMENTSIZE_SHIFT 16 +#define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT) + +#define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28) + +/* Register number mask */ +#define WINED3DSP_REGNUM_MASK 0x000007ff + +/* Register type masks */ +#define WINED3DSP_REGTYPE_SHIFT 28 +#define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT) +#define WINED3DSP_REGTYPE_SHIFT2 8 +#define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2) + +/* Relative addressing mask */ +#define WINED3DSHADER_ADDRESSMODE_SHIFT 13 +#define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT) + +/* Destination modifier mask */ +#define WINED3DSP_DSTMOD_SHIFT 20 +#define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT) + +/* Destination shift mask */ +#define WINED3DSP_DSTSHIFT_SHIFT 24 +#define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT) + +/* Write mask */ +#define WINED3D_SM1_WRITEMASK_SHIFT 16 +#define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT) + +/* Swizzle mask */ +#define WINED3DSP_SWIZZLE_SHIFT 16 +#define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT) + +/* Source modifier mask */ +#define WINED3DSP_SRCMOD_SHIFT 24 +#define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT) + +#define WINED3DSP_END 0x0000ffff + +#define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff) +#define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff) + +enum WINED3DSHADER_ADDRESSMODE_TYPE +{ + WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT, + WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT, +}; + +enum wined3d_sm1_opcode +{ + WINED3D_SM1_OP_NOP = 0x00, + WINED3D_SM1_OP_MOV = 0x01, + WINED3D_SM1_OP_ADD = 0x02, + WINED3D_SM1_OP_SUB = 0x03, + WINED3D_SM1_OP_MAD = 0x04, + WINED3D_SM1_OP_MUL = 0x05, + WINED3D_SM1_OP_RCP = 0x06, + WINED3D_SM1_OP_RSQ = 0x07, + WINED3D_SM1_OP_DP3 = 0x08, + WINED3D_SM1_OP_DP4 = 0x09, + WINED3D_SM1_OP_MIN = 0x0a, + WINED3D_SM1_OP_MAX = 0x0b, + WINED3D_SM1_OP_SLT = 0x0c, + WINED3D_SM1_OP_SGE = 0x0d, + WINED3D_SM1_OP_EXP = 0x0e, + WINED3D_SM1_OP_LOG = 0x0f, + WINED3D_SM1_OP_LIT = 0x10, + WINED3D_SM1_OP_DST = 0x11, + WINED3D_SM1_OP_LRP = 0x12, + WINED3D_SM1_OP_FRC = 0x13, + WINED3D_SM1_OP_M4x4 = 0x14, + WINED3D_SM1_OP_M4x3 = 0x15, + WINED3D_SM1_OP_M3x4 = 0x16, + WINED3D_SM1_OP_M3x3 = 0x17, + WINED3D_SM1_OP_M3x2 = 0x18, + WINED3D_SM1_OP_CALL = 0x19, + WINED3D_SM1_OP_CALLNZ = 0x1a, + WINED3D_SM1_OP_LOOP = 0x1b, + WINED3D_SM1_OP_RET = 0x1c, + WINED3D_SM1_OP_ENDLOOP = 0x1d, + WINED3D_SM1_OP_LABEL = 0x1e, + WINED3D_SM1_OP_DCL = 0x1f, + WINED3D_SM1_OP_POW = 0x20, + WINED3D_SM1_OP_CRS = 0x21, + WINED3D_SM1_OP_SGN = 0x22, + WINED3D_SM1_OP_ABS = 0x23, + WINED3D_SM1_OP_NRM = 0x24, + WINED3D_SM1_OP_SINCOS = 0x25, + WINED3D_SM1_OP_REP = 0x26, + WINED3D_SM1_OP_ENDREP = 0x27, + WINED3D_SM1_OP_IF = 0x28, + WINED3D_SM1_OP_IFC = 0x29, + WINED3D_SM1_OP_ELSE = 0x2a, + WINED3D_SM1_OP_ENDIF = 0x2b, + WINED3D_SM1_OP_BREAK = 0x2c, + WINED3D_SM1_OP_BREAKC = 0x2d, + WINED3D_SM1_OP_MOVA = 0x2e, + WINED3D_SM1_OP_DEFB = 0x2f, + WINED3D_SM1_OP_DEFI = 0x30, + + WINED3D_SM1_OP_TEXCOORD = 0x40, + WINED3D_SM1_OP_TEXKILL = 0x41, + WINED3D_SM1_OP_TEX = 0x42, + WINED3D_SM1_OP_TEXBEM = 0x43, + WINED3D_SM1_OP_TEXBEML = 0x44, + WINED3D_SM1_OP_TEXREG2AR = 0x45, + WINED3D_SM1_OP_TEXREG2GB = 0x46, + WINED3D_SM1_OP_TEXM3x2PAD = 0x47, + WINED3D_SM1_OP_TEXM3x2TEX = 0x48, + WINED3D_SM1_OP_TEXM3x3PAD = 0x49, + WINED3D_SM1_OP_TEXM3x3TEX = 0x4a, + WINED3D_SM1_OP_TEXM3x3DIFF = 0x4b, + WINED3D_SM1_OP_TEXM3x3SPEC = 0x4c, + WINED3D_SM1_OP_TEXM3x3VSPEC = 0x4d, + WINED3D_SM1_OP_EXPP = 0x4e, + WINED3D_SM1_OP_LOGP = 0x4f, + WINED3D_SM1_OP_CND = 0x50, + WINED3D_SM1_OP_DEF = 0x51, + WINED3D_SM1_OP_TEXREG2RGB = 0x52, + WINED3D_SM1_OP_TEXDP3TEX = 0x53, + WINED3D_SM1_OP_TEXM3x2DEPTH = 0x54, + WINED3D_SM1_OP_TEXDP3 = 0x55, + WINED3D_SM1_OP_TEXM3x3 = 0x56, + WINED3D_SM1_OP_TEXDEPTH = 0x57, + WINED3D_SM1_OP_CMP = 0x58, + WINED3D_SM1_OP_BEM = 0x59, + WINED3D_SM1_OP_DP2ADD = 0x5a, + WINED3D_SM1_OP_DSX = 0x5b, + WINED3D_SM1_OP_DSY = 0x5c, + WINED3D_SM1_OP_TEXLDD = 0x5d, + WINED3D_SM1_OP_SETP = 0x5e, + WINED3D_SM1_OP_TEXLDL = 0x5f, + WINED3D_SM1_OP_BREAKP = 0x60, + + WINED3D_SM1_OP_PHASE = 0xfffd, + WINED3D_SM1_OP_COMMENT = 0xfffe, + WINED3D_SM1_OP_END = 0Xffff, +}; + +struct wined3d_sm1_opcode_info +{ + enum wined3d_sm1_opcode opcode; + UINT dst_count; + UINT param_count; + enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; + DWORD min_version; + DWORD max_version; +}; + +struct wined3d_sm1_data +{ + struct wined3d_shader_version shader_version; + const DWORD *end; + DWORD tokens_num; + const struct wined3d_sm1_opcode_info *opcode_table; +}; + +/* This table is not order or position dependent. */ +static const struct wined3d_sm1_opcode_info vs_opcode_table[] = +{ + /* Arithmetic */ + {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 }, + {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 }, + {WINED3D_SM1_OP_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 }, + {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 }, + {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 }, + {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 }, + {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 }, + {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 }, + {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 }, + {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 }, + {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 }, + {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 }, + {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 }, + {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 }, + {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 }, + {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 }, + {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 }, + {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 }, + {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 }, + {WINED3D_SM1_OP_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 }, + {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 }, + {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 }, + {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 }, + {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 }, + {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 }, +#ifdef VBOX_WITH_VMSVGA /* appears incorrect */ + {WINED3D_SM1_OP_SGN, 1, 4, WINED3DSIH_SGN, 0, 0 }, +#else + {WINED3D_SM1_OP_SGN, 1, 4, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, + {WINED3D_SM1_OP_SGN, 1, 2, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(3,0), -1 }, +#endif + {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 }, + {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, + {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 }, + /* Matrix */ + {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 }, + {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 }, + {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 }, + {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 }, + {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 }, + /* Declare registers */ + {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 }, + /* Constant definitions */ + {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 }, + {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 }, + {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 }, + /* Flow control */ + {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 }, + {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 }, + + {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 }, + {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 }, + {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 }, +}; + +static const struct wined3d_sm1_opcode_info ps_opcode_table[] = +{ + /* Arithmetic */ + {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 }, + {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 }, + {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 }, + {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 }, + {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 }, + {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 }, + {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 }, + {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 }, + {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 }, + {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 }, + {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 }, + {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 }, + {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 }, + {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 }, + {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 }, + {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 }, + {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 }, + {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 }, + {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 }, + {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 }, + {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 }, + {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 }, + {WINED3D_SM1_OP_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)}, + {WINED3D_SM1_OP_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)}, + {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 }, + {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 }, + {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 }, + {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)}, + {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 }, + {WINED3D_SM1_OP_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 }, + /* Matrix */ + {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 }, + {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 }, + {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 }, + {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 }, + {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 }, + /* Register declarations */ + {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 }, + /* Flow control */ + {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 }, + {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 }, + {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 }, + {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 }, + /* Constant definitions */ + {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 }, + {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 }, + {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 }, + /* Texture */ + {WINED3D_SM1_OP_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, + {WINED3D_SM1_OP_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)}, + {WINED3D_SM1_OP_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, + {WINED3D_SM1_OP_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 }, + {WINED3D_SM1_OP_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)}, + {WINED3D_SM1_OP_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)}, + {WINED3D_SM1_OP_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, + {WINED3D_SM1_OP_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)}, + {WINED3D_SM1_OP_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 }, + {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 }, + {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 }, + {WINED3D_SM1_OP_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 }, + {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 }, +}; + +/* 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 struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token) +{ + UINT count = 1; + + *token = *ptr; + + /* 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 */ + if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE) + { + if (priv->shader_version.major < 2) + { + *addr_token = (1 << 31) + | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2) + | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK) + | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT); + } + else + { + *addr_token = *(ptr + 1); + ++count; + } + } + + return count; +} + +static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code) +{ + DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor); + const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table; + DWORD i = 0; + + while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE) + { + if ((code & WINED3DSI_OPCODE_MASK) == (DWORD)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; +} + +/* Return the number of parameters to skip for an opcode */ +static int shader_skip_opcode(const struct wined3d_sm1_data *priv, + const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token) +{ + /* 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 (priv->shader_version.major >= 2) + ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count; +} + +static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr, + struct wined3d_shader_src_param *src) +{ + src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) + | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2); + src->reg.idx = param & WINED3DSP_REGNUM_MASK; + src->reg.array_idx = ~0U; + src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; + src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT; + src->reg.rel_addr = rel_addr; +} + +static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr, + struct wined3d_shader_dst_param *dst) +{ + dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) + | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2); + dst->reg.idx = param & WINED3DSP_REGNUM_MASK; + dst->reg.array_idx = ~0U; + dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT; + dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT; + dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; + dst->reg.rel_addr = rel_addr; +} + +/* 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 struct wined3d_sm1_data *priv, const DWORD *ptr) +{ + int tokens_read = 0; + int i = 0; + + /* TODO: Think of a good name for 0x80000000 and replace it with a constant */ + while (*ptr & 0x80000000) + { + DWORD token, addr_token = 0; + struct wined3d_shader_src_param rel_addr; + + tokens_read += shader_get_param(priv, ptr, &token, &addr_token); + ptr += tokens_read; + + FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token); + + if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr); + + if (!i) + { + struct wined3d_shader_dst_param dst; + + shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst); + shader_dump_dst_param(&dst, &priv->shader_version); + } + else + { + struct wined3d_shader_src_param src; + + shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src); + shader_dump_src_param(&src, &priv->shader_version); + } + FIXME("\n"); + ++i; + } + return tokens_read; +} + +static void *shader_sm1_init(const DWORD *byte_code, DWORD tokens_num, const struct wined3d_shader_signature *output_signature) +{ + struct wined3d_sm1_data *priv; + BYTE major, minor; + + major = WINED3D_SM1_VERSION_MAJOR(*byte_code); + minor = WINED3D_SM1_VERSION_MINOR(*byte_code); + if (WINED3D_SHADER_VERSION(major, minor) > WINED3D_SHADER_VERSION(3, 0)) + { + WARN("Invalid shader version %u.%u (%#x).\n", major, minor, *byte_code); + return NULL; + } + + priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv)); + if (!priv) + { + ERR("Failed to allocate private data\n"); + return NULL; + } + + priv->end = NULL; + priv->tokens_num = tokens_num; + + if (output_signature) + { + FIXME("SM 1-3 shader shouldn't have output signatures.\n"); + } + + switch (*byte_code >> 16) + { + case WINED3D_SM1_VS: + priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX; + priv->opcode_table = vs_opcode_table; + break; + + case WINED3D_SM1_PS: + priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL; + priv->opcode_table = ps_opcode_table; + break; + + default: + FIXME("Unrecognized shader type %#x\n", *byte_code >> 16); + HeapFree(GetProcessHeap(), 0, priv); + return NULL; + } + + return priv; +} + +static void shader_sm1_free(void *data) +{ + HeapFree(GetProcessHeap(), 0, data); +} + +static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version) +{ + struct wined3d_sm1_data *priv = data; + DWORD version_token; + + priv->end = *ptr + priv->tokens_num; + + version_token = *(*ptr)++; + TRACE("version: 0x%08x\n", version_token); + + priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token); + priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token); + *shader_version = priv->shader_version; +} + +static void shader_sm1_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, + UINT *param_size) +{ + struct wined3d_sm1_data *priv = data; + const struct wined3d_sm1_opcode_info *opcode_info; + DWORD opcode_token; + + opcode_token = *(*ptr)++; + opcode_info = shader_get_opcode(priv, opcode_token); + if (!opcode_info) + { + FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token); + ins->handler_idx = WINED3DSIH_TABLE_SIZE; + *param_size = shader_skip_unrecognized(priv, *ptr); + return; + } + + ins->handler_idx = opcode_info->handler_idx; + ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT; + ins->coissue = opcode_token & WINED3DSI_COISSUE; + ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED; + ins->dst_count = opcode_info->dst_count ? 1 : 0; + ins->src_count = opcode_info->param_count - opcode_info->dst_count; + *param_size = shader_skip_opcode(priv, opcode_info, opcode_token); +} + +static void shader_sm1_read_src_param(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param, + struct wined3d_shader_src_param *src_rel_addr) +{ + struct wined3d_sm1_data *priv = data; + DWORD token, addr_token; + + *ptr += shader_get_param(priv, *ptr, &token, &addr_token); + if (token & WINED3DSHADER_ADDRMODE_RELATIVE) + { + shader_parse_src_param(addr_token, NULL, src_rel_addr); + shader_parse_src_param(token, src_rel_addr, src_param); + } + else + { + shader_parse_src_param(token, NULL, src_param); + } +} + +static void shader_sm1_read_dst_param(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param, + struct wined3d_shader_src_param *dst_rel_addr) +{ + struct wined3d_sm1_data *priv = data; + DWORD token, addr_token; + + *ptr += shader_get_param(priv, *ptr, &token, &addr_token); + if (token & WINED3DSHADER_ADDRMODE_RELATIVE) + { + shader_parse_src_param(addr_token, NULL, dst_rel_addr); + shader_parse_dst_param(token, dst_rel_addr, dst_param); + } + else + { + shader_parse_dst_param(token, NULL, dst_param); + } +} + +static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic) +{ + DWORD usage_token = *(*ptr)++; + DWORD dst_token = *(*ptr)++; + + semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; + semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; + semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT; + shader_parse_dst_param(dst_token, NULL, &semantic->reg); +} + +static void shader_sm1_read_comment(const DWORD **ptr, const char **comment, UINT *comment_size) +{ + DWORD token = **ptr; + UINT size; + + if ((token & WINED3DSI_OPCODE_MASK) != WINED3D_SM1_OP_COMMENT) + { + *comment = NULL; + return; + } + + size = (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; + *comment = (const char *)++(*ptr); + *comment_size = size * sizeof(DWORD); + *ptr += size; +} + +static BOOL shader_sm1_is_end(void *data, const DWORD **ptr) +{ + struct wined3d_sm1_data *priv = data; + + if (**ptr == WINED3DSP_END) + { + ++(*ptr); + return TRUE; + } + + AssertMsgReturn(*ptr < priv->end, ("End-of-bytecode token is missing"), TRUE); + + return FALSE; +} + +const struct wined3d_shader_frontend sm1_shader_frontend = +{ + shader_sm1_init, + shader_sm1_free, + shader_sm1_read_header, + shader_sm1_read_opcode, + shader_sm1_read_src_param, + shader_sm1_read_dst_param, + shader_sm1_read_semantic, + shader_sm1_read_comment, + shader_sm1_is_end, +}; |