Commit 2a5a6a34 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend.

parent 15a2a5ee
......@@ -1975,7 +1975,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
......@@ -2026,7 +2026,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, const stru
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, fe, reg_maps, function);
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
if(args->srgb_correction) {
arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
......@@ -2065,7 +2065,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, const stru
return retval;
}
static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
......@@ -2119,7 +2119,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface, const str
}
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, fe, reg_maps, function);
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
......
......@@ -119,12 +119,6 @@ static const char *shader_opcode_names[] =
/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
};
#define WINED3D_SM1_VS 0xfffe
#define WINED3D_SM1_PS 0xffff
#define WINED3D_SM4_PS 0x0000
#define WINED3D_SM4_VS 0x0001
#define WINED3D_SM4_GS 0x0002
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
{
switch (version_token >> 16)
......@@ -206,12 +200,10 @@ int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
return ret;
}
void shader_init(struct IWineD3DBaseShaderClass *shader,
IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
{
shader->ref = 1;
shader->device = device;
shader->shader_ins = instruction_table;
list_init(&shader->linked_programs);
}
......@@ -325,7 +317,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
void *fe_data = This->baseShader.frontend_data;
DWORD shader_version;
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
const DWORD* pToken = byte_code;
......@@ -357,7 +349,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
if (comment) continue;
/* Fetch opcode */
fe->shader_read_opcode(&pToken, &ins, &param_size, shader_ins, shader_version);
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size, shader_version);
/* Unhandled opcode, and its parameters */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
......@@ -856,13 +848,13 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param, DWORD s
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on msdn */
void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
const struct wined3d_shader_frontend *fe, const shader_reg_maps *reg_maps,
const DWORD *pFunction)
const shader_reg_maps *reg_maps, const DWORD *pFunction)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
void *fe_data = This->baseShader.frontend_data;
struct wined3d_shader_src_param src_rel_addr[4];
struct wined3d_shader_src_param src_param[4];
struct wined3d_shader_src_param dst_rel_addr;
......@@ -896,7 +888,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
if (comment) continue;
/* Read opcode */
fe->shader_read_opcode(&pToken, &ins, &param_size, opcode_table, shader_version);
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size, shader_version);
/* Unknown opcode and its parameters */
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
......@@ -977,8 +969,7 @@ static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst
FIXME("_unrecognized_modifier(%#x)", mmask);
}
void shader_trace_init(const struct wined3d_shader_frontend *fe,
const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
{
const DWORD* pToken = pFunction;
DWORD shader_version;
......@@ -1005,7 +996,7 @@ void shader_trace_init(const struct wined3d_shader_frontend *fe,
continue;
}
fe->shader_read_opcode(&pToken, &ins, &param_size, opcode_table, shader_version);
fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size, shader_version);
if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
{
TRACE("Skipping unrecognized instruction.\n");
......@@ -1139,6 +1130,11 @@ void shader_cleanup(IWineD3DBaseShader *iface)
shader_delete_constant_list(&This->baseShader.constantsB);
shader_delete_constant_list(&This->baseShader.constantsI);
list_remove(&This->baseShader.shader_list_entry);
if (This->baseShader.frontend && This->baseShader.frontend_data)
{
This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
}
}
static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
......@@ -1153,13 +1149,13 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
FIXME("NONE shader backend asked to generate a pixel shader\n");
return 0;
}
static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
FIXME("NONE shader backend asked to generate a vertex shader\n");
......
......@@ -2344,7 +2344,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
object->lpVtbl = &IWineD3DVertexShader_Vtbl;
object->parent = parent;
shader_init(&object->baseShader, iface, IWineD3DVertexShaderImpl_shader_ins);
shader_init(&object->baseShader, iface);
list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
*ppVertexShader = (IWineD3DVertexShader *)object;
......@@ -2383,7 +2383,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
object->lpVtbl = &IWineD3DPixelShader_Vtbl;
object->parent = parent;
shader_init(&object->baseShader, iface, IWineD3DPixelShaderImpl_shader_ins);
shader_init(&object->baseShader, iface);
list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
*ppPixelShader = (IWineD3DPixelShader *)object;
......
......@@ -3984,7 +3984,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE;
}
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
......@@ -4017,7 +4017,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, const str
}
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, fe, reg_maps, function);
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
......@@ -4085,7 +4085,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, const str
return shader_obj;
}
static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, const struct wined3d_shader_frontend *fe,
static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
......@@ -4102,7 +4102,7 @@ static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, const st
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader*)This, buffer, fe, reg_maps, function);
shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function);
/* Unpack 3.0 outputs */
if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
......
......@@ -28,6 +28,28 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define WINED3D_SM4_OPCODE_MASK 0xff
struct wined3d_sm4_data
{
/* We don't store a lot in here yet. */
};
static void *shader_sm4_init(const DWORD *byte_code)
{
struct wined3d_sm4_data *priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
if (!priv)
{
ERR("Failed to allocate private data\n");
return NULL;
}
return priv;
}
static void shader_sm4_free(void *data)
{
HeapFree(GetProcessHeap(), 0, data);
}
static void shader_sm4_read_header(const DWORD **ptr, DWORD *shader_version)
{
TRACE("version: 0x%08x\n", **ptr);
......@@ -36,8 +58,8 @@ static void shader_sm4_read_header(const DWORD **ptr, DWORD *shader_version)
++(*ptr);
}
static void shader_sm4_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins,
UINT *param_size, const SHADER_OPCODE *opcode_table, DWORD shader_version)
static void shader_sm4_read_opcode(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
UINT *param_size, DWORD shader_version)
{
DWORD token = *(*ptr)++;
DWORD opcode = token & WINED3D_SM4_OPCODE_MASK;
......@@ -86,6 +108,8 @@ static BOOL shader_sm4_is_end(const DWORD **ptr)
const struct wined3d_shader_frontend sm4_shader_frontend =
{
shader_sm4_init,
shader_sm4_free,
shader_sm4_read_header,
shader_sm4_read_opcode,
shader_sm4_read_src_param,
......
......@@ -34,74 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
/* This table is not order or position dependent. */
const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] =
{
/* Arithmetic */
{WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
{WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
{WINED3DSIO_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
{WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
{WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
{WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
{WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
{WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
{WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
{WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
{WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
{WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
{WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
{WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
{WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
{WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
{WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
{WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
{WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
{WINED3DSIO_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
{WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
{WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
{WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
{WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
{WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
{WINED3DSIO_SGN, 1, 2, WINED3DSIH_SGN, 0, 0 },
{WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
{WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
{WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
/* Matrix */
{WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
{WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
{WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
{WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
{WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
/* Declare registers */
{WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
/* Constant definitions */
{WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
{WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
{WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
/* Flow control */
{WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
{WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
{WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
{WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
{WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
{0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
};
static void vshader_set_limits(
IWineD3DVertexShaderImpl *This) {
......@@ -325,9 +257,16 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
FIXME("Unable to find frontend for shader.\n");
return WINED3DERR_INVALIDCALL;
}
This->baseShader.frontend = fe;
This->baseShader.frontend_data = fe->shader_init(pFunction);
if (!This->baseShader.frontend_data)
{
FIXME("Failed to initialize frontend.\n");
return WINED3DERR_INVALIDCALL;
}
/* First pass: trace shader */
if (TRACE_ON(d3d_shader)) shader_trace_init(fe, pFunction, This->baseShader.shader_ins);
if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
/* Initialize immediate constant lists */
list_init(&This->baseShader.constantsF);
......@@ -412,22 +351,14 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
const struct wined3d_shader_frontend *fe;
SHADER_BUFFER buffer;
GLuint ret;
fe = shader_select_frontend(This->baseShader.reg_maps.shader_version);
if (!fe)
{
FIXME("Unable to find frontend for shader.\n");
return WINED3DERR_INVALIDCALL;
}
/* Generate the HW shader */
TRACE("(%p) : Generating hardware program\n", This);
shader_buffer_init(&buffer);
This->cur_args = args;
ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, fe, &buffer, args);
ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
This->cur_args = NULL;
shader_buffer_free(&buffer);
......
......@@ -470,9 +470,15 @@ typedef enum COMPARISON_TYPE
COMPARISON_LE = 6,
} COMPARISON_TYPE;
#define WINED3D_SM1_VS 0xfffe
#define WINED3D_SM1_PS 0xffff
#define WINED3D_SM4_PS 0x0000
#define WINED3D_SM4_VS 0x0001
#define WINED3D_SM4_GS 0x0002
/* Shader version tokens, and shader end tokens */
#define WINED3DPS_VERSION(major, minor) (0xffff0000 | ((major) << 8) | (minor))
#define WINED3DVS_VERSION(major, minor) (0xfffe0000 | ((major) << 8) | (minor))
#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
#define WINED3DSHADER_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
#define WINED3DSHADER_VERSION_MINOR(version) (((version) >> 0) & 0xff)
......@@ -615,16 +621,6 @@ typedef struct shader_reg_maps
} shader_reg_maps;
typedef struct SHADER_OPCODE
{
unsigned int opcode;
char dst_token;
CONST UINT num_params;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
struct wined3d_shader_context
{
IWineD3DBaseShader *shader;
......@@ -674,9 +670,11 @@ struct wined3d_shader_semantic
struct wined3d_shader_frontend
{
void *(*shader_init)(const DWORD *ptr);
void (*shader_free)(void *data);
void (*shader_read_header)(const DWORD **ptr, DWORD *shader_version);
void (*shader_read_opcode)(const DWORD **ptr, struct wined3d_shader_instruction *ins,
UINT *param_size, const SHADER_OPCODE *opcode_table, DWORD shader_version);
void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
UINT *param_size, DWORD shader_version);
void (*shader_read_src_param)(const DWORD **ptr, struct wined3d_shader_src_param *src_param,
struct wined3d_shader_src_param *src_rel_addr, DWORD shader_version);
void (*shader_read_dst_param)(const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
......@@ -777,9 +775,9 @@ typedef struct {
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, const struct wined3d_shader_frontend *fe,
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
SHADER_BUFFER *buffer, const struct ps_compile_args *args);
GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, const struct wined3d_shader_frontend *fe,
GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
SHADER_BUFFER *buffer, const struct vs_compile_args *args);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
......@@ -2512,11 +2510,12 @@ typedef struct IWineD3DBaseShaderClass
LONG ref;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
CONST SHADER_OPCODE *shader_ins;
DWORD *function;
UINT functionLength;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
const struct wined3d_shader_frontend *frontend;
void *frontend_data;
/* Type of shader backend */
int shader_mode;
......@@ -2550,16 +2549,13 @@ void shader_cleanup(IWineD3DBaseShader *iface);
void shader_dump_src_param(const struct wined3d_shader_src_param *param, DWORD shader_version);
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, DWORD shader_version);
void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
const struct wined3d_shader_frontend *fe, const shader_reg_maps *reg_maps,
const DWORD *pFunction);
const shader_reg_maps *reg_maps, const DWORD *pFunction);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code);
void shader_init(struct IWineD3DBaseShaderClass *shader,
IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
void shader_trace_init(const struct wined3d_shader_frontend *fe,
const DWORD *pFunction, const SHADER_OPCODE *opcode_table);
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
static inline BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
......@@ -2648,7 +2644,6 @@ typedef struct IWineD3DVertexShaderImpl {
const struct vs_compile_args *cur_args;
} IWineD3DVertexShaderImpl;
extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
......@@ -2691,7 +2686,6 @@ typedef struct IWineD3DPixelShaderImpl {
const struct ps_compile_args *cur_args;
} IWineD3DPixelShaderImpl;
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
......
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