OK, I give up. Pigglesworth, HAALP. What do I do wrong??!
[reactos.git] / reactos / dll / directx / wine / wined3d / shader_sm1.c
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 #include "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31
32 /* DCL usage masks */
33 #define WINED3DSP_DCL_USAGE_SHIFT 0
34 #define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
35 #define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
36 #define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
37
38 /* DCL sampler type */
39 #define WINED3DSP_TEXTURETYPE_SHIFT 27
40 #define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
41
42 /* Opcode-related masks */
43 #define WINED3DSI_OPCODE_MASK 0x0000ffff
44
45 #define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
46 #define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
47
48 #define WINED3DSI_INSTLENGTH_SHIFT 24
49 #define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
50
51 #define WINED3DSI_COISSUE (1 << 30)
52
53 #define WINED3DSI_COMMENTSIZE_SHIFT 16
54 #define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
55
56 #define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
57
58 /* Register number mask */
59 #define WINED3DSP_REGNUM_MASK 0x000007ff
60
61 /* Register type masks */
62 #define WINED3DSP_REGTYPE_SHIFT 28
63 #define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
64 #define WINED3DSP_REGTYPE_SHIFT2 8
65 #define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
66
67 /* Relative addressing mask */
68 #define WINED3DSHADER_ADDRESSMODE_SHIFT 13
69 #define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
70
71 /* Destination modifier mask */
72 #define WINED3DSP_DSTMOD_SHIFT 20
73 #define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
74
75 /* Destination shift mask */
76 #define WINED3DSP_DSTSHIFT_SHIFT 24
77 #define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
78
79 /* Write mask */
80 #define WINED3D_SM1_WRITEMASK_SHIFT 16
81 #define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT)
82
83 /* Swizzle mask */
84 #define WINED3DSP_SWIZZLE_SHIFT 16
85 #define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
86
87 /* Source modifier mask */
88 #define WINED3DSP_SRCMOD_SHIFT 24
89 #define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
90
91 #define WINED3DSP_END 0x0000ffff
92
93 #define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
94 #define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff)
95
96 enum WINED3DSHADER_ADDRESSMODE_TYPE
97 {
98 WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
99 WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
100 };
101
102 struct wined3d_sm1_opcode_info
103 {
104 unsigned int opcode;
105 UINT dst_count;
106 UINT param_count;
107 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
108 DWORD min_version;
109 DWORD max_version;
110 };
111
112 struct wined3d_sm1_data
113 {
114 struct wined3d_shader_version shader_version;
115 const struct wined3d_sm1_opcode_info *opcode_table;
116 };
117
118 /* This table is not order or position dependent. */
119 static const struct wined3d_sm1_opcode_info vs_opcode_table[] =
120 {
121 /* Arithmetic */
122 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
123 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
124 {WINED3DSIO_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 },
125 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
126 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
127 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
128 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
129 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
130 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
131 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
132 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
133 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
134 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
135 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
136 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
137 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
138 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
139 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
140 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
141 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
142 {WINED3DSIO_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
143 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
144 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
145 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
146 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
147 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
148 {WINED3DSIO_SGN, 1, 2, WINED3DSIH_SGN, 0, 0 },
149 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
150 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
151 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
152 /* Matrix */
153 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
154 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
155 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
156 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
157 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
158 /* Declare registers */
159 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
160 /* Constant definitions */
161 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
162 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
163 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
164 /* Flow control */
165 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 },
166 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 },
167 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 },
168 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
169 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 },
170 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 },
171 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
172 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
173 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
174 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 },
175 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 },
176 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 },
177 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 },
178 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 },
179 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 },
180
181 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
182 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
183 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
184 };
185
186 static const struct wined3d_sm1_opcode_info ps_opcode_table[] =
187 {
188 /* Arithmetic */
189 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
190 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
191 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
192 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
193 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
194 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
195 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
196 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
197 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
198 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
199 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
200 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
201 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
202 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
203 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
204 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
205 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
206 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
207 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
208 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
209 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
210 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
211 {WINED3DSIO_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)},
212 {WINED3DSIO_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)},
213 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
214 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
215 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
216 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
217 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
218 {WINED3DSIO_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 },
219 /* Matrix */
220 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
221 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
222 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
223 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
224 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
225 /* Register declarations */
226 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
227 /* Flow control */
228 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 },
229 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 },
230 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 },
231 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
232 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 },
233 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 },
234 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
235 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
236 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
237 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 },
238 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 },
239 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 },
240 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 },
241 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 },
242 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 },
243 /* Constant definitions */
244 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
245 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
246 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
247 /* Texture */
248 {WINED3DSIO_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)},
249 {WINED3DSIO_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
250 {WINED3DSIO_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)},
251 {WINED3DSIO_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)},
252 {WINED3DSIO_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
253 {WINED3DSIO_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 },
254 {WINED3DSIO_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)},
255 {WINED3DSIO_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
256 {WINED3DSIO_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
257 {WINED3DSIO_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
258 {WINED3DSIO_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
259 {WINED3DSIO_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
260 {WINED3DSIO_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
261 {WINED3DSIO_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
262 {WINED3DSIO_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)},
263 {WINED3DSIO_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
264 {WINED3DSIO_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
265 {WINED3DSIO_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
266 {WINED3DSIO_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
267 {WINED3DSIO_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)},
268 {WINED3DSIO_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
269 {WINED3DSIO_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
270 {WINED3DSIO_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
271 {WINED3DSIO_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
272 {WINED3DSIO_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 },
273 {WINED3DSIO_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 },
274 {WINED3DSIO_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 },
275 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
276 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
277 {WINED3DSIO_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
278 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
279 };
280
281 /* Read a parameter opcode from the input stream,
282 * and possibly a relative addressing token.
283 * Return the number of tokens read */
284 static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token)
285 {
286 UINT count = 1;
287
288 *token = *ptr;
289
290 /* PS >= 3.0 have relative addressing (with token)
291 * VS >= 2.0 have relative addressing (with token)
292 * VS >= 1.0 < 2.0 have relative addressing (without token)
293 * The version check below should work in general */
294 if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
295 {
296 if (priv->shader_version.major < 2)
297 {
298 *addr_token = (1 << 31)
299 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
300 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
301 | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
302 }
303 else
304 {
305 *addr_token = *(ptr + 1);
306 ++count;
307 }
308 }
309
310 return count;
311 }
312
313 static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code)
314 {
315 DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor);
316 const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table;
317 DWORD i = 0;
318
319 while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE)
320 {
321 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
322 && shader_version >= opcode_table[i].min_version
323 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
324 {
325 return &opcode_table[i];
326 }
327 ++i;
328 }
329
330 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
331 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
332
333 return NULL;
334 }
335
336 /* Return the number of parameters to skip for an opcode */
337 static int shader_skip_opcode(const struct wined3d_sm1_data *priv,
338 const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token)
339 {
340 /* Shaders >= 2.0 may contain address tokens, but fortunately they
341 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
342 return (priv->shader_version.major >= 2)
343 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count;
344 }
345
346 static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
347 struct wined3d_shader_src_param *src)
348 {
349 src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
350 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
351 src->reg.idx = param & WINED3DSP_REGNUM_MASK;
352 src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
353 src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
354 src->reg.rel_addr = rel_addr;
355 }
356
357 static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
358 struct wined3d_shader_dst_param *dst)
359 {
360 dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
361 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
362 dst->reg.idx = param & WINED3DSP_REGNUM_MASK;
363 dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT;
364 dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
365 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
366 dst->reg.rel_addr = rel_addr;
367 }
368
369 /* Read the parameters of an unrecognized opcode from the input stream
370 * Return the number of tokens read.
371 *
372 * Note: This function assumes source or destination token format.
373 * It will not work with specially-formatted tokens like DEF or DCL,
374 * but hopefully those would be recognized */
375 static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr)
376 {
377 int tokens_read = 0;
378 int i = 0;
379
380 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
381 while (*ptr & 0x80000000)
382 {
383 DWORD token, addr_token = 0;
384 struct wined3d_shader_src_param rel_addr;
385
386 tokens_read += shader_get_param(priv, ptr, &token, &addr_token);
387 ptr += tokens_read;
388
389 FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
390
391 if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr);
392
393 if (!i)
394 {
395 struct wined3d_shader_dst_param dst;
396
397 shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst);
398 shader_dump_dst_param(&dst, &priv->shader_version);
399 }
400 else
401 {
402 struct wined3d_shader_src_param src;
403
404 shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src);
405 shader_dump_src_param(&src, &priv->shader_version);
406 }
407 FIXME("\n");
408 ++i;
409 }
410 return tokens_read;
411 }
412
413 static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
414 {
415 struct wined3d_sm1_data *priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
416 if (!priv)
417 {
418 ERR("Failed to allocate private data\n");
419 return NULL;
420 }
421
422 if (output_signature)
423 {
424 FIXME("SM 1-3 shader shouldn't have output signatures.\n");
425 }
426
427 switch (*byte_code >> 16)
428 {
429 case WINED3D_SM1_VS:
430 priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
431 priv->opcode_table = vs_opcode_table;
432 break;
433
434 case WINED3D_SM1_PS:
435 priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
436 priv->opcode_table = ps_opcode_table;
437 break;
438
439 default:
440 FIXME("Unrecognized shader type %#x\n", *byte_code >> 16);
441 HeapFree(GetProcessHeap(), 0, priv);
442 return NULL;
443 }
444
445 return priv;
446 }
447
448 static void shader_sm1_free(void *data)
449 {
450 HeapFree(GetProcessHeap(), 0, data);
451 }
452
453 static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
454 {
455 struct wined3d_sm1_data *priv = data;
456 DWORD version_token;
457
458 version_token = *(*ptr)++;
459 TRACE("version: 0x%08x\n", version_token);
460
461 priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token);
462 priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token);
463 *shader_version = priv->shader_version;
464 }
465
466 static void shader_sm1_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
467 UINT *param_size)
468 {
469 struct wined3d_sm1_data *priv = data;
470 const struct wined3d_sm1_opcode_info *opcode_info;
471 DWORD opcode_token;
472
473 opcode_token = *(*ptr)++;
474 opcode_info = shader_get_opcode(priv, opcode_token);
475 if (!opcode_info)
476 {
477 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
478 ins->handler_idx = WINED3DSIH_TABLE_SIZE;
479 *param_size = shader_skip_unrecognized(priv, *ptr);
480 return;
481 }
482
483 ins->handler_idx = opcode_info->handler_idx;
484 ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
485 ins->coissue = opcode_token & WINED3DSI_COISSUE;
486 ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
487 ins->dst_count = opcode_info->dst_count ? 1 : 0;
488 ins->src_count = opcode_info->param_count - opcode_info->dst_count;
489 *param_size = shader_skip_opcode(priv, opcode_info, opcode_token);
490 }
491
492 static void shader_sm1_read_src_param(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
493 struct wined3d_shader_src_param *src_rel_addr)
494 {
495 struct wined3d_sm1_data *priv = data;
496 DWORD token, addr_token;
497
498 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
499 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
500 {
501 shader_parse_src_param(addr_token, NULL, src_rel_addr);
502 shader_parse_src_param(token, src_rel_addr, src_param);
503 }
504 else
505 {
506 shader_parse_src_param(token, NULL, src_param);
507 }
508 }
509
510 static void shader_sm1_read_dst_param(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
511 struct wined3d_shader_src_param *dst_rel_addr)
512 {
513 struct wined3d_sm1_data *priv = data;
514 DWORD token, addr_token;
515
516 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
517 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
518 {
519 shader_parse_src_param(addr_token, NULL, dst_rel_addr);
520 shader_parse_dst_param(token, dst_rel_addr, dst_param);
521 }
522 else
523 {
524 shader_parse_dst_param(token, NULL, dst_param);
525 }
526 }
527
528 static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic)
529 {
530 DWORD usage_token = *(*ptr)++;
531 DWORD dst_token = *(*ptr)++;
532
533 semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
534 semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
535 semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
536 shader_parse_dst_param(dst_token, NULL, &semantic->reg);
537 }
538
539 static void shader_sm1_read_comment(const DWORD **ptr, const char **comment)
540 {
541 DWORD token = **ptr;
542
543 if ((token & WINED3DSI_OPCODE_MASK) != WINED3DSIO_COMMENT)
544 {
545 *comment = NULL;
546 return;
547 }
548
549 *comment = (const char *)++(*ptr);
550 *ptr += (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
551 }
552
553 static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
554 {
555 if (**ptr == WINED3DSP_END)
556 {
557 ++(*ptr);
558 return TRUE;
559 }
560
561 return FALSE;
562 }
563
564 const struct wined3d_shader_frontend sm1_shader_frontend =
565 {
566 shader_sm1_init,
567 shader_sm1_free,
568 shader_sm1_read_header,
569 shader_sm1_read_opcode,
570 shader_sm1_read_src_param,
571 shader_sm1_read_dst_param,
572 shader_sm1_read_semantic,
573 shader_sm1_read_comment,
574 shader_sm1_is_end,
575 };