[WINED3D]
[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 "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
28
29 /* DCL usage masks */
30 #define WINED3DSP_DCL_USAGE_SHIFT 0
31 #define WINED3DSP_DCL_USAGE_MASK (0xf << WINED3DSP_DCL_USAGE_SHIFT)
32 #define WINED3DSP_DCL_USAGEINDEX_SHIFT 16
33 #define WINED3DSP_DCL_USAGEINDEX_MASK (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
34
35 /* DCL sampler type */
36 #define WINED3DSP_TEXTURETYPE_SHIFT 27
37 #define WINED3DSP_TEXTURETYPE_MASK (0xf << WINED3DSP_TEXTURETYPE_SHIFT)
38
39 /* Opcode-related masks */
40 #define WINED3DSI_OPCODE_MASK 0x0000ffff
41
42 #define WINED3D_OPCODESPECIFICCONTROL_SHIFT 16
43 #define WINED3D_OPCODESPECIFICCONTROL_MASK (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
44
45 #define WINED3DSI_INSTLENGTH_SHIFT 24
46 #define WINED3DSI_INSTLENGTH_MASK (0xf << WINED3DSI_INSTLENGTH_SHIFT)
47
48 #define WINED3DSI_COISSUE (1 << 30)
49
50 #define WINED3DSI_COMMENTSIZE_SHIFT 16
51 #define WINED3DSI_COMMENTSIZE_MASK (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
52
53 #define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
54
55 /* Register number mask */
56 #define WINED3DSP_REGNUM_MASK 0x000007ff
57
58 /* Register type masks */
59 #define WINED3DSP_REGTYPE_SHIFT 28
60 #define WINED3DSP_REGTYPE_MASK (0x7 << WINED3DSP_REGTYPE_SHIFT)
61 #define WINED3DSP_REGTYPE_SHIFT2 8
62 #define WINED3DSP_REGTYPE_MASK2 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
63
64 /* Relative addressing mask */
65 #define WINED3DSHADER_ADDRESSMODE_SHIFT 13
66 #define WINED3DSHADER_ADDRESSMODE_MASK (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
67
68 /* Destination modifier mask */
69 #define WINED3DSP_DSTMOD_SHIFT 20
70 #define WINED3DSP_DSTMOD_MASK (0xf << WINED3DSP_DSTMOD_SHIFT)
71
72 /* Destination shift mask */
73 #define WINED3DSP_DSTSHIFT_SHIFT 24
74 #define WINED3DSP_DSTSHIFT_MASK (0xf << WINED3DSP_DSTSHIFT_SHIFT)
75
76 /* Write mask */
77 #define WINED3D_SM1_WRITEMASK_SHIFT 16
78 #define WINED3D_SM1_WRITEMASK_MASK (0xf << WINED3D_SM1_WRITEMASK_SHIFT)
79
80 /* Swizzle mask */
81 #define WINED3DSP_SWIZZLE_SHIFT 16
82 #define WINED3DSP_SWIZZLE_MASK (0xff << WINED3DSP_SWIZZLE_SHIFT)
83
84 /* Source modifier mask */
85 #define WINED3DSP_SRCMOD_SHIFT 24
86 #define WINED3DSP_SRCMOD_MASK (0xf << WINED3DSP_SRCMOD_SHIFT)
87
88 #define WINED3DSP_END 0x0000ffff
89
90 #define WINED3D_SM1_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
91 #define WINED3D_SM1_VERSION_MINOR(version) (((version) >> 0) & 0xff)
92
93 enum WINED3DSHADER_ADDRESSMODE_TYPE
94 {
95 WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
96 WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
97 };
98
99 enum wined3d_sm1_opcode
100 {
101 WINED3D_SM1_OP_NOP = 0x00,
102 WINED3D_SM1_OP_MOV = 0x01,
103 WINED3D_SM1_OP_ADD = 0x02,
104 WINED3D_SM1_OP_SUB = 0x03,
105 WINED3D_SM1_OP_MAD = 0x04,
106 WINED3D_SM1_OP_MUL = 0x05,
107 WINED3D_SM1_OP_RCP = 0x06,
108 WINED3D_SM1_OP_RSQ = 0x07,
109 WINED3D_SM1_OP_DP3 = 0x08,
110 WINED3D_SM1_OP_DP4 = 0x09,
111 WINED3D_SM1_OP_MIN = 0x0a,
112 WINED3D_SM1_OP_MAX = 0x0b,
113 WINED3D_SM1_OP_SLT = 0x0c,
114 WINED3D_SM1_OP_SGE = 0x0d,
115 WINED3D_SM1_OP_EXP = 0x0e,
116 WINED3D_SM1_OP_LOG = 0x0f,
117 WINED3D_SM1_OP_LIT = 0x10,
118 WINED3D_SM1_OP_DST = 0x11,
119 WINED3D_SM1_OP_LRP = 0x12,
120 WINED3D_SM1_OP_FRC = 0x13,
121 WINED3D_SM1_OP_M4x4 = 0x14,
122 WINED3D_SM1_OP_M4x3 = 0x15,
123 WINED3D_SM1_OP_M3x4 = 0x16,
124 WINED3D_SM1_OP_M3x3 = 0x17,
125 WINED3D_SM1_OP_M3x2 = 0x18,
126 WINED3D_SM1_OP_CALL = 0x19,
127 WINED3D_SM1_OP_CALLNZ = 0x1a,
128 WINED3D_SM1_OP_LOOP = 0x1b,
129 WINED3D_SM1_OP_RET = 0x1c,
130 WINED3D_SM1_OP_ENDLOOP = 0x1d,
131 WINED3D_SM1_OP_LABEL = 0x1e,
132 WINED3D_SM1_OP_DCL = 0x1f,
133 WINED3D_SM1_OP_POW = 0x20,
134 WINED3D_SM1_OP_CRS = 0x21,
135 WINED3D_SM1_OP_SGN = 0x22,
136 WINED3D_SM1_OP_ABS = 0x23,
137 WINED3D_SM1_OP_NRM = 0x24,
138 WINED3D_SM1_OP_SINCOS = 0x25,
139 WINED3D_SM1_OP_REP = 0x26,
140 WINED3D_SM1_OP_ENDREP = 0x27,
141 WINED3D_SM1_OP_IF = 0x28,
142 WINED3D_SM1_OP_IFC = 0x29,
143 WINED3D_SM1_OP_ELSE = 0x2a,
144 WINED3D_SM1_OP_ENDIF = 0x2b,
145 WINED3D_SM1_OP_BREAK = 0x2c,
146 WINED3D_SM1_OP_BREAKC = 0x2d,
147 WINED3D_SM1_OP_MOVA = 0x2e,
148 WINED3D_SM1_OP_DEFB = 0x2f,
149 WINED3D_SM1_OP_DEFI = 0x30,
150
151 WINED3D_SM1_OP_TEXCOORD = 0x40,
152 WINED3D_SM1_OP_TEXKILL = 0x41,
153 WINED3D_SM1_OP_TEX = 0x42,
154 WINED3D_SM1_OP_TEXBEM = 0x43,
155 WINED3D_SM1_OP_TEXBEML = 0x44,
156 WINED3D_SM1_OP_TEXREG2AR = 0x45,
157 WINED3D_SM1_OP_TEXREG2GB = 0x46,
158 WINED3D_SM1_OP_TEXM3x2PAD = 0x47,
159 WINED3D_SM1_OP_TEXM3x2TEX = 0x48,
160 WINED3D_SM1_OP_TEXM3x3PAD = 0x49,
161 WINED3D_SM1_OP_TEXM3x3TEX = 0x4a,
162 WINED3D_SM1_OP_TEXM3x3DIFF = 0x4b,
163 WINED3D_SM1_OP_TEXM3x3SPEC = 0x4c,
164 WINED3D_SM1_OP_TEXM3x3VSPEC = 0x4d,
165 WINED3D_SM1_OP_EXPP = 0x4e,
166 WINED3D_SM1_OP_LOGP = 0x4f,
167 WINED3D_SM1_OP_CND = 0x50,
168 WINED3D_SM1_OP_DEF = 0x51,
169 WINED3D_SM1_OP_TEXREG2RGB = 0x52,
170 WINED3D_SM1_OP_TEXDP3TEX = 0x53,
171 WINED3D_SM1_OP_TEXM3x2DEPTH = 0x54,
172 WINED3D_SM1_OP_TEXDP3 = 0x55,
173 WINED3D_SM1_OP_TEXM3x3 = 0x56,
174 WINED3D_SM1_OP_TEXDEPTH = 0x57,
175 WINED3D_SM1_OP_CMP = 0x58,
176 WINED3D_SM1_OP_BEM = 0x59,
177 WINED3D_SM1_OP_DP2ADD = 0x5a,
178 WINED3D_SM1_OP_DSX = 0x5b,
179 WINED3D_SM1_OP_DSY = 0x5c,
180 WINED3D_SM1_OP_TEXLDD = 0x5d,
181 WINED3D_SM1_OP_SETP = 0x5e,
182 WINED3D_SM1_OP_TEXLDL = 0x5f,
183 WINED3D_SM1_OP_BREAKP = 0x60,
184
185 WINED3D_SM1_OP_PHASE = 0xfffd,
186 WINED3D_SM1_OP_COMMENT = 0xfffe,
187 WINED3D_SM1_OP_END = 0Xffff,
188 };
189
190 struct wined3d_sm1_opcode_info
191 {
192 enum wined3d_sm1_opcode opcode;
193 UINT dst_count;
194 UINT param_count;
195 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
196 DWORD min_version;
197 DWORD max_version;
198 };
199
200 struct wined3d_sm1_data
201 {
202 struct wined3d_shader_version shader_version;
203 const struct wined3d_sm1_opcode_info *opcode_table;
204
205 struct wined3d_shader_src_param src_rel_addr[4];
206 struct wined3d_shader_src_param pred_rel_addr;
207 struct wined3d_shader_src_param dst_rel_addr;
208 struct wined3d_shader_src_param src_param[4];
209 struct wined3d_shader_src_param pred_param;
210 struct wined3d_shader_dst_param dst_param;
211 };
212
213 /* This table is not order or position dependent. */
214 static const struct wined3d_sm1_opcode_info vs_opcode_table[] =
215 {
216 /* Arithmetic */
217 {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
218 {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
219 {WINED3D_SM1_OP_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3D_SHADER_VERSION(2,0), -1 },
220 {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
221 {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
222 {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
223 {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
224 {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
225 {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
226 {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
227 {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
228 {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
229 {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
230 {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
231 {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
232 {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
233 {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
234 {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
235 {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
236 {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
237 {WINED3D_SM1_OP_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
238 {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
239 {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
240 {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
241 {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
242 {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
243 {WINED3D_SM1_OP_SGN, 1, 4, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
244 {WINED3D_SM1_OP_SGN, 1, 2, WINED3DSIH_SGN, WINED3D_SHADER_VERSION(3,0), -1 },
245 {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
246 {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
247 {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
248 /* Matrix */
249 {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
250 {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
251 {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
252 {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
253 {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
254 /* Declare registers */
255 {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
256 /* Constant definitions */
257 {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
258 {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
259 {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
260 /* Flow control */
261 {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,0), -1 },
262 {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,0), -1 },
263 {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,0), -1 },
264 {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
265 {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,0), -1 },
266 {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,0), -1 },
267 {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
268 {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
269 {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
270 {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,0), -1 },
271 {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,0), -1 },
272 {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(2,0), -1 },
273 {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,0), -1 },
274 {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(2,0), -1 },
275 {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,0), -1 },
276
277 {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
278 {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
279 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
280 };
281
282 static const struct wined3d_sm1_opcode_info ps_opcode_table[] =
283 {
284 /* Arithmetic */
285 {WINED3D_SM1_OP_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
286 {WINED3D_SM1_OP_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
287 {WINED3D_SM1_OP_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
288 {WINED3D_SM1_OP_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
289 {WINED3D_SM1_OP_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
290 {WINED3D_SM1_OP_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
291 {WINED3D_SM1_OP_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
292 {WINED3D_SM1_OP_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
293 {WINED3D_SM1_OP_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
294 {WINED3D_SM1_OP_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
295 {WINED3D_SM1_OP_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
296 {WINED3D_SM1_OP_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
297 {WINED3D_SM1_OP_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
298 {WINED3D_SM1_OP_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
299 {WINED3D_SM1_OP_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
300 {WINED3D_SM1_OP_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
301 {WINED3D_SM1_OP_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
302 {WINED3D_SM1_OP_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
303 {WINED3D_SM1_OP_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
304 {WINED3D_SM1_OP_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
305 {WINED3D_SM1_OP_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
306 {WINED3D_SM1_OP_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
307 {WINED3D_SM1_OP_CND, 1, 4, WINED3DSIH_CND, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,4)},
308 {WINED3D_SM1_OP_CMP, 1, 4, WINED3DSIH_CMP, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(3,0)},
309 {WINED3D_SM1_OP_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
310 {WINED3D_SM1_OP_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
311 {WINED3D_SM1_OP_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
312 {WINED3D_SM1_OP_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(2,0), WINED3D_SHADER_VERSION(2,1)},
313 {WINED3D_SM1_OP_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3D_SHADER_VERSION(3,0), -1 },
314 {WINED3D_SM1_OP_DP2ADD, 1, 4, WINED3DSIH_DP2ADD, WINED3D_SHADER_VERSION(2,0), -1 },
315 /* Matrix */
316 {WINED3D_SM1_OP_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
317 {WINED3D_SM1_OP_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
318 {WINED3D_SM1_OP_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
319 {WINED3D_SM1_OP_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
320 {WINED3D_SM1_OP_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
321 /* Register declarations */
322 {WINED3D_SM1_OP_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
323 /* Flow control */
324 {WINED3D_SM1_OP_REP, 0, 1, WINED3DSIH_REP, WINED3D_SHADER_VERSION(2,1), -1 },
325 {WINED3D_SM1_OP_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3D_SHADER_VERSION(2,1), -1 },
326 {WINED3D_SM1_OP_IF, 0, 1, WINED3DSIH_IF, WINED3D_SHADER_VERSION(2,1), -1 },
327 {WINED3D_SM1_OP_IFC, 0, 2, WINED3DSIH_IFC, WINED3D_SHADER_VERSION(2,1), -1 },
328 {WINED3D_SM1_OP_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3D_SHADER_VERSION(2,1), -1 },
329 {WINED3D_SM1_OP_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3D_SHADER_VERSION(2,1), -1 },
330 {WINED3D_SM1_OP_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3D_SHADER_VERSION(2,1), -1 },
331 {WINED3D_SM1_OP_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3D_SHADER_VERSION(2,1), -1 },
332 {WINED3D_SM1_OP_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
333 {WINED3D_SM1_OP_CALL, 0, 1, WINED3DSIH_CALL, WINED3D_SHADER_VERSION(2,1), -1 },
334 {WINED3D_SM1_OP_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3D_SHADER_VERSION(2,1), -1 },
335 {WINED3D_SM1_OP_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3D_SHADER_VERSION(3,0), -1 },
336 {WINED3D_SM1_OP_RET, 0, 0, WINED3DSIH_RET, WINED3D_SHADER_VERSION(2,1), -1 },
337 {WINED3D_SM1_OP_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3D_SHADER_VERSION(3,0), -1 },
338 {WINED3D_SM1_OP_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3D_SHADER_VERSION(2,1), -1 },
339 /* Constant definitions */
340 {WINED3D_SM1_OP_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
341 {WINED3D_SM1_OP_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
342 {WINED3D_SM1_OP_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
343 /* Texture */
344 {WINED3D_SM1_OP_TEXCOORD, 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3D_SHADER_VERSION(1,3)},
345 {WINED3D_SM1_OP_TEXCOORD, 1, 2, WINED3DSIH_TEXCOORD, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
346 {WINED3D_SM1_OP_TEXKILL, 1, 1, WINED3DSIH_TEXKILL, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(3,0)},
347 {WINED3D_SM1_OP_TEX, 1, 1, WINED3DSIH_TEX, 0, WINED3D_SHADER_VERSION(1,3)},
348 {WINED3D_SM1_OP_TEX, 1, 2, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
349 {WINED3D_SM1_OP_TEX, 1, 3, WINED3DSIH_TEX, WINED3D_SHADER_VERSION(2,0), -1 },
350 {WINED3D_SM1_OP_TEXBEM, 1, 2, WINED3DSIH_TEXBEM, 0, WINED3D_SHADER_VERSION(1,3)},
351 {WINED3D_SM1_OP_TEXBEML, 1, 2, WINED3DSIH_TEXBEML, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
352 {WINED3D_SM1_OP_TEXREG2AR, 1, 2, WINED3DSIH_TEXREG2AR, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
353 {WINED3D_SM1_OP_TEXREG2GB, 1, 2, WINED3DSIH_TEXREG2GB, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
354 {WINED3D_SM1_OP_TEXREG2RGB, 1, 2, WINED3DSIH_TEXREG2RGB, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
355 {WINED3D_SM1_OP_TEXM3x2PAD, 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
356 {WINED3D_SM1_OP_TEXM3x2TEX, 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
357 {WINED3D_SM1_OP_TEXM3x3PAD, 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
358 {WINED3D_SM1_OP_TEXM3x3DIFF, 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3D_SHADER_VERSION(0,0), WINED3D_SHADER_VERSION(0,0)},
359 {WINED3D_SM1_OP_TEXM3x3SPEC, 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
360 {WINED3D_SM1_OP_TEXM3x3VSPEC, 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
361 {WINED3D_SM1_OP_TEXM3x3TEX, 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3D_SHADER_VERSION(1,0), WINED3D_SHADER_VERSION(1,3)},
362 {WINED3D_SM1_OP_TEXDP3TEX, 1, 2, WINED3DSIH_TEXDP3TEX, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
363 {WINED3D_SM1_OP_TEXM3x2DEPTH, 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3D_SHADER_VERSION(1,3), WINED3D_SHADER_VERSION(1,3)},
364 {WINED3D_SM1_OP_TEXDP3, 1, 2, WINED3DSIH_TEXDP3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
365 {WINED3D_SM1_OP_TEXM3x3, 1, 2, WINED3DSIH_TEXM3x3, WINED3D_SHADER_VERSION(1,2), WINED3D_SHADER_VERSION(1,3)},
366 {WINED3D_SM1_OP_TEXDEPTH, 1, 1, WINED3DSIH_TEXDEPTH, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
367 {WINED3D_SM1_OP_BEM, 1, 3, WINED3DSIH_BEM, WINED3D_SHADER_VERSION(1,4), WINED3D_SHADER_VERSION(1,4)},
368 {WINED3D_SM1_OP_DSX, 1, 2, WINED3DSIH_DSX, WINED3D_SHADER_VERSION(2,1), -1 },
369 {WINED3D_SM1_OP_DSY, 1, 2, WINED3DSIH_DSY, WINED3D_SHADER_VERSION(2,1), -1 },
370 {WINED3D_SM1_OP_TEXLDD, 1, 5, WINED3DSIH_TEXLDD, WINED3D_SHADER_VERSION(2,1), -1 },
371 {WINED3D_SM1_OP_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
372 {WINED3D_SM1_OP_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3D_SHADER_VERSION(3,0), -1 },
373 {WINED3D_SM1_OP_PHASE, 0, 0, WINED3DSIH_PHASE, 0, 0 },
374 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
375 };
376
377 /* Read a parameter opcode from the input stream,
378 * and possibly a relative addressing token.
379 * Return the number of tokens read */
380 static int shader_get_param(const struct wined3d_sm1_data *priv, const DWORD *ptr, DWORD *token, DWORD *addr_token)
381 {
382 UINT count = 1;
383
384 *token = *ptr;
385
386 /* PS >= 3.0 have relative addressing (with token)
387 * VS >= 2.0 have relative addressing (with token)
388 * VS >= 1.0 < 2.0 have relative addressing (without token)
389 * The version check below should work in general */
390 if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
391 {
392 if (priv->shader_version.major < 2)
393 {
394 *addr_token = (1 << 31)
395 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
396 | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
397 | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
398 }
399 else
400 {
401 *addr_token = *(ptr + 1);
402 ++count;
403 }
404 }
405
406 return count;
407 }
408
409 static const struct wined3d_sm1_opcode_info *shader_get_opcode(const struct wined3d_sm1_data *priv, DWORD code)
410 {
411 DWORD shader_version = WINED3D_SHADER_VERSION(priv->shader_version.major, priv->shader_version.minor);
412 const struct wined3d_sm1_opcode_info *opcode_table = priv->opcode_table;
413 DWORD i = 0;
414
415 while (opcode_table[i].handler_idx != WINED3DSIH_TABLE_SIZE)
416 {
417 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
418 && shader_version >= opcode_table[i].min_version
419 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
420 {
421 return &opcode_table[i];
422 }
423 ++i;
424 }
425
426 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
427 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
428
429 return NULL;
430 }
431
432 /* Return the number of parameters to skip for an opcode */
433 static int shader_skip_opcode(const struct wined3d_sm1_data *priv,
434 const struct wined3d_sm1_opcode_info *opcode_info, DWORD opcode_token)
435 {
436 /* Shaders >= 2.0 may contain address tokens, but fortunately they
437 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
438 return (priv->shader_version.major >= 2)
439 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->param_count;
440 }
441
442 static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
443 struct wined3d_shader_src_param *src)
444 {
445 src->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
446 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
447 src->reg.data_type = WINED3D_DATA_FLOAT;
448 src->reg.idx[0].offset = param & WINED3DSP_REGNUM_MASK;
449 src->reg.idx[0].rel_addr = rel_addr;
450 src->reg.idx[1].offset = ~0U;
451 src->reg.idx[1].rel_addr = NULL;
452 src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
453 src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
454 }
455
456 static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
457 struct wined3d_shader_dst_param *dst)
458 {
459 dst->reg.type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
460 | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
461 dst->reg.data_type = WINED3D_DATA_FLOAT;
462 dst->reg.idx[0].offset = param & WINED3DSP_REGNUM_MASK;
463 dst->reg.idx[0].rel_addr = rel_addr;
464 dst->reg.idx[1].offset = ~0U;
465 dst->reg.idx[1].rel_addr = NULL;
466 dst->write_mask = (param & WINED3D_SM1_WRITEMASK_MASK) >> WINED3D_SM1_WRITEMASK_SHIFT;
467 dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
468 dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
469 }
470
471 /* Read the parameters of an unrecognized opcode from the input stream
472 * Return the number of tokens read.
473 *
474 * Note: This function assumes source or destination token format.
475 * It will not work with specially-formatted tokens like DEF or DCL,
476 * but hopefully those would be recognized */
477 static int shader_skip_unrecognized(const struct wined3d_sm1_data *priv, const DWORD *ptr)
478 {
479 int tokens_read = 0;
480 int i = 0;
481
482 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
483 while (*ptr & 0x80000000)
484 {
485 DWORD token, addr_token = 0;
486 struct wined3d_shader_src_param rel_addr;
487
488 tokens_read += shader_get_param(priv, ptr, &token, &addr_token);
489 ptr += tokens_read;
490
491 FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
492
493 if (token & WINED3DSHADER_ADDRMODE_RELATIVE) shader_parse_src_param(addr_token, NULL, &rel_addr);
494
495 if (!i)
496 {
497 struct wined3d_shader_dst_param dst;
498
499 shader_parse_dst_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &dst);
500 shader_dump_dst_param(&dst, &priv->shader_version);
501 }
502 else
503 {
504 struct wined3d_shader_src_param src;
505
506 shader_parse_src_param(token, token & WINED3DSHADER_ADDRMODE_RELATIVE ? &rel_addr : NULL, &src);
507 shader_dump_src_param(&src, &priv->shader_version);
508 }
509 FIXME("\n");
510 ++i;
511 }
512 return tokens_read;
513 }
514
515 static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
516 {
517 struct wined3d_sm1_data *priv;
518 BYTE major, minor;
519
520 major = WINED3D_SM1_VERSION_MAJOR(*byte_code);
521 minor = WINED3D_SM1_VERSION_MINOR(*byte_code);
522 if (WINED3D_SHADER_VERSION(major, minor) > WINED3D_SHADER_VERSION(3, 0))
523 {
524 WARN("Invalid shader version %u.%u (%#x).\n", major, minor, *byte_code);
525 return NULL;
526 }
527
528 priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
529 if (!priv)
530 return NULL;
531
532 if (output_signature)
533 {
534 FIXME("SM 1-3 shader shouldn't have output signatures.\n");
535 }
536
537 switch (*byte_code >> 16)
538 {
539 case WINED3D_SM1_VS:
540 priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
541 priv->opcode_table = vs_opcode_table;
542 break;
543
544 case WINED3D_SM1_PS:
545 priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
546 priv->opcode_table = ps_opcode_table;
547 break;
548
549 default:
550 FIXME("Unrecognized shader type %#x\n", *byte_code >> 16);
551 HeapFree(GetProcessHeap(), 0, priv);
552 return NULL;
553 }
554
555 return priv;
556 }
557
558 static void shader_sm1_free(void *data)
559 {
560 HeapFree(GetProcessHeap(), 0, data);
561 }
562
563 static void shader_sm1_read_header(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version)
564 {
565 struct wined3d_sm1_data *priv = data;
566 DWORD version_token;
567
568 version_token = *(*ptr)++;
569 TRACE("version: 0x%08x\n", version_token);
570
571 priv->shader_version.major = WINED3D_SM1_VERSION_MAJOR(version_token);
572 priv->shader_version.minor = WINED3D_SM1_VERSION_MINOR(version_token);
573 *shader_version = priv->shader_version;
574 }
575
576 static void shader_sm1_read_src_param(struct wined3d_sm1_data *priv, const DWORD **ptr,
577 struct wined3d_shader_src_param *src_param, struct wined3d_shader_src_param *src_rel_addr)
578 {
579 DWORD token, addr_token;
580
581 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
582 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
583 {
584 shader_parse_src_param(addr_token, NULL, src_rel_addr);
585 shader_parse_src_param(token, src_rel_addr, src_param);
586 }
587 else
588 {
589 shader_parse_src_param(token, NULL, src_param);
590 }
591 }
592
593 static void shader_sm1_read_dst_param(struct wined3d_sm1_data *priv, const DWORD **ptr,
594 struct wined3d_shader_dst_param *dst_param, struct wined3d_shader_src_param *dst_rel_addr)
595 {
596 DWORD token, addr_token;
597
598 *ptr += shader_get_param(priv, *ptr, &token, &addr_token);
599 if (token & WINED3DSHADER_ADDRMODE_RELATIVE)
600 {
601 shader_parse_src_param(addr_token, NULL, dst_rel_addr);
602 shader_parse_dst_param(token, dst_rel_addr, dst_param);
603 }
604 else
605 {
606 shader_parse_dst_param(token, NULL, dst_param);
607 }
608 }
609
610 static void shader_sm1_read_semantic(const DWORD **ptr, struct wined3d_shader_semantic *semantic)
611 {
612 DWORD usage_token = *(*ptr)++;
613 DWORD dst_token = *(*ptr)++;
614
615 semantic->usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
616 semantic->usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
617 semantic->sampler_type = (usage_token & WINED3DSP_TEXTURETYPE_MASK) >> WINED3DSP_TEXTURETYPE_SHIFT;
618 shader_parse_dst_param(dst_token, NULL, &semantic->reg);
619 }
620
621 static void shader_sm1_read_immconst(const DWORD **ptr, struct wined3d_shader_src_param *src_param,
622 enum wined3d_immconst_type type, enum wined3d_data_type data_type)
623 {
624 UINT count = type == WINED3D_IMMCONST_VEC4 ? 4 : 1;
625 src_param->reg.type = WINED3DSPR_IMMCONST;
626 src_param->reg.data_type = data_type;
627 src_param->reg.idx[0].offset = ~0U;
628 src_param->reg.idx[0].rel_addr = NULL;
629 src_param->reg.idx[1].offset = ~0U;
630 src_param->reg.idx[1].rel_addr = NULL;
631 src_param->reg.immconst_type = type;
632 memcpy(src_param->reg.immconst_data, *ptr, count * sizeof(DWORD));
633 src_param->swizzle = WINED3DSP_NOSWIZZLE;
634 src_param->modifiers = 0;
635
636 *ptr += count;
637 }
638
639 static void shader_sm1_read_comment(const DWORD **ptr)
640 {
641 DWORD token = **ptr;
642 const char *comment;
643 UINT size;
644
645 while ((token & WINED3DSI_OPCODE_MASK) == WINED3D_SM1_OP_COMMENT)
646 {
647 size = (token & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
648 comment = (const char *)++(*ptr);
649 *ptr += size;
650
651 if (size > 1 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
652 {
653 const char *end = comment + size * sizeof(token);
654 const char *p = comment + sizeof(token);
655 const char *line = p;
656
657 TRACE("// TEXT\n");
658 while (p != end)
659 {
660 if (*p == '\n')
661 {
662 UINT len = p - line;
663 if (len && *(p - 1) == '\r') --len;
664 TRACE("// %s\n", debugstr_an(line, len));
665 line = ++p;
666 }
667 else ++p;
668 }
669 if (line != p)
670 TRACE("// %s\n", debugstr_an(line, p - line));
671 }
672 else if (size)
673 TRACE("// %s\n", debugstr_an(comment, size * sizeof(token)));
674 else
675 break;
676
677 token = **ptr;
678 }
679 }
680
681 static void shader_sm1_read_instruction(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins)
682 {
683 const struct wined3d_sm1_opcode_info *opcode_info;
684 struct wined3d_sm1_data *priv = data;
685 DWORD opcode_token;
686 unsigned int i;
687 const DWORD *p;
688
689 shader_sm1_read_comment(ptr);
690
691 opcode_token = *(*ptr)++;
692 if (!(opcode_info = shader_get_opcode(priv, opcode_token)))
693 {
694 FIXME("Unrecognized opcode: token=0x%08x.\n", opcode_token);
695 ins->handler_idx = WINED3DSIH_TABLE_SIZE;
696 *ptr += shader_skip_unrecognized(priv, *ptr);
697 return;
698 }
699
700 ins->handler_idx = opcode_info->handler_idx;
701 ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
702 ins->coissue = opcode_token & WINED3DSI_COISSUE;
703 ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED ? &priv->pred_param : NULL;
704 ins->dst_count = opcode_info->dst_count ? 1 : 0;
705 ins->dst = &priv->dst_param;
706 ins->src_count = opcode_info->param_count - opcode_info->dst_count;
707 ins->src = priv->src_param;
708
709 p = *ptr;
710 *ptr += shader_skip_opcode(priv, opcode_info, opcode_token);
711
712 if (ins->handler_idx == WINED3DSIH_DCL)
713 {
714 shader_sm1_read_semantic(&p, &ins->declaration.semantic);
715 }
716 else if (ins->handler_idx == WINED3DSIH_DEF)
717 {
718 shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr);
719 shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_VEC4, WINED3D_DATA_FLOAT);
720 }
721 else if (ins->handler_idx == WINED3DSIH_DEFI)
722 {
723 shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr);
724 shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_VEC4, WINED3D_DATA_INT);
725 }
726 else if (ins->handler_idx == WINED3DSIH_DEFB)
727 {
728 shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr);
729 shader_sm1_read_immconst(&p, &priv->src_param[0], WINED3D_IMMCONST_SCALAR, WINED3D_DATA_UINT);
730 }
731 else
732 {
733 /* Destination token */
734 if (ins->dst_count)
735 shader_sm1_read_dst_param(priv, &p, &priv->dst_param, &priv->dst_rel_addr);
736
737 /* Predication token */
738 if (ins->predicate)
739 shader_sm1_read_src_param(priv, &p, &priv->pred_param, &priv->pred_rel_addr);
740
741 /* Other source tokens */
742 for (i = 0; i < ins->src_count; ++i)
743 {
744 shader_sm1_read_src_param(priv, &p, &priv->src_param[i], &priv->src_rel_addr[i]);
745 }
746 }
747 }
748
749 static BOOL shader_sm1_is_end(void *data, const DWORD **ptr)
750 {
751 shader_sm1_read_comment(ptr);
752
753 if (**ptr == WINED3DSP_END)
754 {
755 ++(*ptr);
756 return TRUE;
757 }
758
759 return FALSE;
760 }
761
762 const struct wined3d_shader_frontend sm1_shader_frontend =
763 {
764 shader_sm1_init,
765 shader_sm1_free,
766 shader_sm1_read_header,
767 shader_sm1_read_instruction,
768 shader_sm1_is_end,
769 };