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-rw-r--r--src/VBox/Devices/Graphics/shaderlib/shader_sm1.c707
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,
+};